Mods / Animation Manager

Category: #Library
Author: Maltiez
Side: Both
Created: Nov 25th 2023 at 1:56 PM
Last modified: May 20th at 4:26 PM
Downloads: 64604
Follow Unfollow 421

Latest file for v1.19.4:
animationmanagerlib_0.8.8.zip 1-click install


For other modders: would be nice to collaborate on combat related mod. Would be nice to have somebody to test features, to animate player and items, may be even to write some code, or just do research part. 

This is a library that implements animations for held items and procedural animations for items and entities

Status:

The library is in Beta test state. API is more or less set. Proper documentation and a tutorial will come later. A video example of an animation can be found in mods forum post on official VS discord server.

Dev builds with ImGui debug window: github.com/maltiez2/vsmod_AnimationManagerLib/releases. You can see info about animations played and even disable animations categories through in-game overlay.

Description:

Allows to animate items in player's hands using standard vanilla animations defined in shape file (block support - will be added later).

Allows to programmatically control vanilla animations (for entities and for item in player's hands), some features:

  • Actions you can perform with vanilla animations
    • Play animation from specified frame to another specified frame (frame can have fractional value, in other actions too)
    • Rewind animation from last played frame back
    • Ease-in on particular frame
    • Ease-out from last frame
    • Set specific frame
    • Stop animation at last played frame and keep it
    • Clear animation
  • Progress modifiers - you can change speed of animation by specifying modifier, it can smooth out animation or to the contrary make it harsher and more dynamic, you can use predefined modifiers or supply your own

Currently, you can animate:

  • Player model (synchronized, need to provide only animation code)
  • Entity model (synchronized, need to provide Entity object and animation code)
  • Item in player hands ( through AnimatableProcedural CollectibleBehavior)

Code for animating items is based on Bullseye implementation by TeacupAngel

Mods that use this library:

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.8.8 24527 May 20th at 4:26 PM Show animationmanagerlib_0.8.8.zip Install now
v0.8.7 1134 May 16th at 12:41 PM Show animationmanagerlib_0.8.7.zip Install now
v0.8.5 837 May 12th at 6:53 AM Show animationmanagerlib_0.8.5.zip Install now
v0.8.3 508 May 10th at 12:00 PM Show animationmanagerlib_0.8.3.zip Install now
v0.8.2 96 May 10th at 7:53 AM Show animationmanagerlib_0.8.2.zip Install now
v0.8.1 232 May 9th at 6:40 PM Show animationmanagerlib_0.8.1.zip Install now
v0.7.14 6461 Apr 10th at 4:14 AM Show animationmanagerlib_0.7.14.zip Install now
v0.7.13 550 Apr 8th at 1:58 PM Show animationmanagerlib_0.7.13.zip Install now
v0.7.12 686 Apr 6th at 2:14 PM Show animationmanagerlib_0.7.12.zip Install now
v0.7.11 719 Apr 3rd at 5:46 PM Show animationmanagerlib_0.7.11.zip Install now
v0.7.10 222 Apr 3rd at 6:50 AM Show animationmanagerlib_0.7.10.zip Install now
v0.7.9 563 Apr 1st at 12:24 PM Show animationmanagerlib_0.7.9.zip Install now
v0.7.8 692 Mar 30th at 12:37 PM Show animationmanagerlib_0.7.8.zip Install now
v0.7.7 111 Mar 30th at 9:00 AM Show animationmanagerlib_0.7.7.zip Install now
v0.7.5 174 Mar 29th at 9:48 PM Show animationmanagerlib_0.7.5.zip Install now
v0.7.5-dev.1 262 Mar 29th at 10:28 AM Show animationmanagerlib_0.7.5-dev.1.zip Install now
v0.7.4 1937 Mar 20th at 1:22 PM Show animationmanagerlib_0.7.4.zip Install now
v0.7.3 2061 Mar 8th at 6:22 AM Show animationmanagerlib_0.7.3.zip Install now
v0.7.2 3375 Mar 3rd at 9:33 AM Show animationmanagerlib_0.7.2.zip Install now
v0.7.1 1491 Feb 27th at 4:22 PM Show animationmanagerlib_0.7.1.zip Install now
v0.7.0 2368 Feb 27th at 6:14 AM Show animationmanagerlib_0.7.0.zip Install now
v0.6.3 4342 Feb 22nd at 7:27 PM Show animationmanagerlib_0.6.3.zip Install now
v0.6.1 838 Feb 15th at 8:52 AM Show animationmanagerlib_0.6.1.zip Install now
v0.6.0 1493 Feb 10th at 7:44 PM Show animationmanagerlib_0.6.0.zip Install now
v0.5.3 1085 Feb 4th at 8:59 AM Show animationmanagerlib_0.5.3.zip Install now
v0.5.2 278 Feb 3rd at 7:40 AM Show animationmanagerlib_0.5.2.zip Install now
v0.6.2 159 Feb 20th at 1:01 PM Show animationmanagerlib_0.6.2.zip Install now
v0.5.1 656 Jan 28th at 12:34 PM Show animationmanagerlib_0.5.1.zip Install now
v0.5.0 774 Jan 24th at 2:35 PM Show animationmanagerlib_0.5.0.zip Install now
v0.4.1 613 Jan 11th at 10:13 AM Show animationmanagerlib_0.4.1.zip Install now
v0.4.0 242 Jan 10th at 1:48 PM Show animationmanagerlib_0.4.0.zip Install now
v0.3.1 279 Jan 4th at 10:20 PM Show animationmanagerlib_0.3.1.zip Install now
v0.3.0 424 Dec 24th 2023 at 2:35 PM Show animationmanagerlib_0.3.0.zip Install now
v0.2.1 2580 Dec 12th 2023 at 4:40 AM Show animationmanagerlib_0.2.1.zip Install now
v0.2.0 527 Dec 6th 2023 at 12:02 PM Show animationmanagerlib_0.2.0.zip Install now
v0.1.1 121 Dec 6th 2023 at 9:57 AM Show animationmanagerlib_0.1.1.zip Install now
v0.1.0 110 Dec 5th 2023 at 8:48 PM Show animationmanagerlib_0.1.0.zip Install now
v0.0.7 145 Dec 5th 2023 at 2:29 AM Show animationmanagerlib_0.0.7.zip Install now
v0.0.6 150 Dec 2nd 2023 at 9:52 PM Show animationmanagerlib_0.0.6.zip Install now
v0.0.5 119 Dec 2nd 2023 at 4:51 PM Show animationmanagerlib_0.0.5.zip Install now
v0.0.4 146 Nov 29th 2023 at 10:04 AM Show animationmanagerlib_0.0.4.zip Install now
v0.0.3 127 Nov 28th 2023 at 5:50 PM Show animationmanagerlib_0.0.3.zip Install now
v0.0.2 143 Nov 27th 2023 at 2:47 PM Show animationmanagerlib_0.0.1.zip Install now
v0.0.1 154 Nov 25th 2023 at 1:59 PM Show animationmanagerlib_0.0.1.zip Install now

24 Comments (oldest first | newest first)

💬 AlebenTod, 2 days ago

There is a compatibility issue with the Rust & Rot mod. I quote my comment

 

"Hi! The problem is that only the head of a deep-sea drifter is visible . Games Version 1.19.8 mod Version 1.0.5

https://imgur.com/a/m3WjjzG

updating is a problemturned out to be in fashion Animation Manager

https://mods.vintagestory.at/amlib

Alas, we will have to abandon your wonderful mod for this version. I need crossbows and muskets more in the assembly. :)"

💬 sinnala, Oct 19th at 3:30 AM

Hi got this error, sorry if its dumb i'm new to vintage story modding.

Game Version: v1.20.0-pre.6 (Unstable)
10/18/2024 8:26:36 PM: Critical error occurred in the following mod: animationmanagerlib@0.7.2
Loaded Mods: game@1.20.0-pre.6, zoombuttonreborn@2.0.0, alchemy@1.6.36, animationmanagerlib@0.7.2, betterfirepit@1.1.4, betterruins@0.3.7, carryon@1.8.0-pre.1, combatoverhaul@0.0.32, commonlib@2.5.0-rc.2, pelaguswinds@1.0.0, rivers@3.2.0, creative@1.20.0-pre.6, vsimgui@1.1.6, survival@1.20.0-pre.6, configlib@1.3.16, fsmlib@0.4.5, playercorpse@1.10.1-rc.1
System.MissingFieldException: Field not found: 'Vintagestory.Client.NoObf.ShaderProgram.AssetDomain'.
at AnimationManagerLib.AnimationManagerLibSystem.LoadAnimatedItemShaders()
at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 432
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 53
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 886
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 16
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 10
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 EchoHuntsman, Sep 1st at 9:23 PM

Posted in the Discord server: 0.8.8 breaks (meteoric) iron anvil forging. No matter how much you hammer it, it won't weld. 0.8.7 works fine though

💬 NomnomX3, Aug 16th at 4:09 AM

Any updates on compatibility with VS Village? Hopefully I'll be able to protect my villagers with a musket soon.

💬 Undea, May 11th at 5:47 PM

same here

💬 Vedrit, May 11th at 1:05 AM

This mod is also causing issues with VS Village after 0.8.1 update, including the most recent version (0.8.3)

Null Ref on villager initialize · Issue #33 · G3rste/vsvillage (github.com)

💬 Thauma, May 10th at 10:11 AM

Traders crash the game after 0.8.x

 

System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityTrader.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Systems\Trading\EntityTrader.cs:line 129
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 SpacemanSpliff, May 9th at 10:47 PM

I'm getting two bugs in 0.8.1.

First one is lighting on the character in both first person and third person breaks, the character model is fulled blacked out as if no light is shining on you, even in sunlight.
Second one is when smithing, adding material to a work item will stop the hammer from playing the hammer hit noise when striking the metal. 
Reverting back to version 0.7.14 fixes these issues. 
Thank you.

💬 MaltiezAuthor, Apr 1st at 12:24 PM

DiZek

Thanks, should be fixed in 0.7.9

💬 DiZek, Apr 1st at 10:29 AM

It seems that with both versions v0.7.7 and v0.7.8 that the animations such as Sprinting are slowed down/sluggish and swapping Tools while using them gets the animation stuck (Axe, Shovel).

v0.7.5 does not have this issue.

I disabled every single mod to figure out what was doing this and it turned out to be this one and I narrowed it down to those versions.

Hope this helps :)

💬 MaltiezAuthor, Mar 6th at 5:34 AM

Shinji170981

I chose the wrong game version for this release, apparently. It requires 1.19.4 game version, and error is about stuff from 1.19.4 being missing

💬 Shinji170981, Mar 5th at 9:19 PM

Got this error with the 0.7.2 version but the 0.7.1 version works apparently. Thanks in advance for investigating :)

05.03.2024 22:10:37: Critical error occurred in the following mod: animationmanagerlib@0.7.2
Loaded Mods: aculinaryartillery@1.1.3, bettertraders@0.0.5, chiseltools@1.10.4, samsdungeonsremastered@1.0.0, healthiertrees@1.0.0, hudrealtimeclock@1.0.0, immersivecorpsedrop@1.0.2, justmoreruins@0.9.8, largercrock@1.0.2, millwright@1.1.4, moreclay@1.0.2, nailsmold@1.0.1, quicklimepk@1.0.0, salmonfix@1.0.0, sortablestorage@2.2.2, spyglass@0.5.1, thetailmod@1.0.0, temporal_gears_stack@1.0.0, thecritterpack@0.8.8, game@1.19.3, abcsreborn@0.1.9, animalcages@3.0.2, animationmanagerlib@0.7.2, egocaribautomapmarkers@3.1.0, BedRespawning@1.0.1, betterfirepit@1.1.4, betterruins@0.3.3, carryon@1.7.4, commonlib@2.3.2, creaturekilledby@1.0.0, cuniculture@1.0.2, expandedfoods@1.6.8, extrainfo@1.7.0, flowerfarming@1.0.0, glowingprojectiles@1.1.3, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.2.8, lessannoyingdrifters@1.0.1, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, moreanimals@1.3.3, natsachievements@1.0.1, paxel@1.4.3, prospecttogether@1.3.0-rc.3, simplestep@1.1.6, spawnhighlight@1.2.0, spearsplus@1.0.0, steelanvil@1.0.0, stickemup@1.1.0, stonerailings@1.2.1, strspawnchances@0.1.6, terrapretatrade@1.0.0, th3dungeon@0.2.1-rc.1, trailmod@1.0.7, tstools@2.0.4, vhfp@1.1.0, vmetp@1.1.1, creative@1.19.3, vsimgui@0.3.4, vsinstruments@1.2.7, survival@1.19.3, vsvillage@0.9.2, workbenchexpansion@1.8.0, metalrecovery@0.1.19-pre.1, awearablelight@1.1.1, betterruinslootchanges@0.0.3, bullseye-continued@2.5.8, tradercamps@1.1.2, configlib@0.4.3, extraoverlays@1.4.0, fsmlib@0.2.9, playercorpse@1.9.0, simplewinddirection@1.0.2, slanted_display_cases@1.3.2, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.1.0, itemmagnet@1.0.3
System.MissingMethodException: Method not found: 'Void Vintagestory.GameContent.EntityPlayerShapeRenderer.set_HeldItemPitchFollowOverride(System.Nullable`1<Single>)'.
at AnimationManagerLib.Patches.PlayerModelMatrixController.LoadModelMatrixForPlayer(EntityPlayerShapeRenderer __instance, Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.loadModelMatrixForPlayer_Patch1(EntityPlayerShapeRenderer this, Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 248
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D_Patch0(SystemRenderEntities this, Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 MaltiezAuthor, Mar 4th at 4:03 AM

mj_outlaw

It is not loaded according to logs

💬 mj_outlaw, Mar 3rd at 7:48 PM

newest crashes my game:

Running on 64 bit Windows 10.0.22631.0 with 32679 MB RAM
Game Version: v1.19.4 (Stable)
03.03.2024 20:47:15: Critical error occurred
Loaded Mods: detonateredux@1.1.1, degrees1499@1.0.0, armordurabilityiix@1.0.2, aculinaryartillery@1.1.3, tonwexp@1.1.0, cheaperarmor@2.0.2, auxiliarymod@2.0.2, backpackpack@1.0.3, bettercompost@1.0.1, blacksmithname@1.1.6, Bluesky@1.0.0, Ceramos@0.4.3, hqzlights@1.1.1, capreolinae@1.0.5, HangingOilLamps@1.0.1, haybales@1.1.2, millwright@1.1.4, moreicons_cs@1.1.0, morenails@1.1.0, pieontheshelf@1.0.0, pipeleaf@1.5.0, primitivesurvival@3.4.7, rackablefirestarter@1.0.0, ragnamans-seeds-from-crops-recipes@1.0.0, salmonfix@1.0.0, smokychimneys@1.0.0, spyglass@0.5.1, game@1.19.4, additionalmolds@1.0.1, alloycalculator@1.0.0, animalcages@3.0.2, betterfirepit@1.1.4, betterjonasdevices@1.1.0, blocksoverlay@2.5.0, brutalstory@1.0.0, carryon@1.7.4, commonlib@2.3.5, composter@1.1.0, coolinbarrel@0.5.3, debarkedlogintofirewood@1.0.0, expandedfoods@1.6.8, fancyplanters@1.2.0, icecold@0.5.1, sailboat@1.2.8, lavoisier@1.3.0, maltiezbows@1.0.3, metaltongs@1.1.3, meteoricexpansion@1.2.5, moreanimals@1.3.3, petai@2.2.3, prospecttogether@1.3.0, scythemold@1.0.0, simplestep@1.1.7, snowballs@1.0.1, stonebakeoven@1.1.3, storageoptions@1.0.2, translocatorlocator@1.0.2, creative@1.19.4, vsimgui@1.1.1, vsinstruments@1.2.7, survival@1.19.4, waypointtogether@1.0.1, woodenfortifications@0.0.4, workbenchexpansion@1.8.0, metalrecovery@0.1.19-pre.1, bullseye-continued@2.5.8, cats@2.0.1, chemistrylib@1.1.5, configlib@1.0.2, fsmlib@0.2.15, playercorpse@1.9.0, simplewinddirection@1.0.2, stonequarry@3.2.1, wolftaming@2.1.0, kosfire@1.1.3, kos-goldamalgam@1.0.0, maltiezfirearms@0.4.3
System.Exception: Don't know how to instantiate collectible behavior of class 'AnimatableProcedural' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 221
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 195
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 570
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 388
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 341
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

💬 MaltiezAuthor, Feb 27th at 4:22 PM

Snowfall94

Fixed, thanks

💬 Snowfall94, Feb 27th at 2:48 PM

Latest update made animations not work in immersive camera mode for Firearms mod

The gun stays at your side you can reload/shoot but no animation, if you toggle immersive off it goes to fully animated. Just figured I'd let you know

💬 CharlieSoulfire, Feb 23rd at 6:04 PM

Thanks. I don't mind using the old animations as long as I can still use the mod. I didn't expect you to try and make any changes on your end for such a small mod, anyway, if it was more than a small change. You're the best Maltiez

💬 MaltiezAuthor, Feb 22nd at 11:39 PM

CharlieSoulfire

It is incompatibility of Bullseye with Kobold Player Model cause animations are patched in into only seraph's model... I'll try to make a compatibility patch in an hour or so.

Upd.: no, sorry, this `Kobold Player Model Port` mod is such a mess, that I can't add proper compatibility. I'll try to make it not crash, at least.

Upd.2: fixed crashes, but aiming animations wont work with this mod (will be similar to 2.5.3 version)

Upd.3: now Kobolds Model mod has proper support from its side too

💬 CharlieSoulfire, Feb 22nd at 11:15 PM

The game crashes when attempting to use a bow in the newest version of Bullseye and the crashes reference Animation Manager and Bullseye. pastebin.com/ufkXdK6B

💬 MaltiezAuthor, Jan 27th at 2:13 AM

NukoSan

No, this error is about vanilla animation manager

💬 NukoSan, Jan 27th at 12:34 AM

After getting some mods updated alongside yours I am getting this:
[Error] Exception: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at fantasycreatures.src.common.entity.EntityDragonFC.OnGameTick(Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 329
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 168
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

 

Could be animation library?

💬 MaltiezAuthor, Dec 2nd 2023 at 4:41 PM

Samino2

Not exactly, I made this a standalone library cause ppl asked to. Desync problems of fsm lib animations is solved in dev build, but I dont want to released it cause it will probably cause networking problems. But I will use this lib to remake animations for Croccbows and Firearms, it just will take some time.

💬 Samino2, Dec 2nd 2023 at 3:25 PM

yay is this to patch the animation problem in your mods?

💬 misterandydandy, Nov 25th 2023 at 3:29 PM

I'll be playing around with this at some point 

(edit comment delete)