Hello Stormblade ! I've deactivated the option : it is a tool that need to be executed, rather than a mod to be installed with mo/nmm/vortex. If you look at Dyndolod for example, they're doing the same thing.
Hello ! The tool is only generating a file to describe available animations that can be played by OSA poser system ("inspect" menu). So you can't play animation with more than 2 people.
Awesome mod, got it working real easily I am just having a problem with object animations. I'm using GomaPeroPose which has some various objects that you pose with, food/weapons/chairs etc and when I run them through the oselector menu I only get the pose, not the item. When I use the rings the items show up fine. I see it says it supports ObjectAnim so I must be doing something wrong, are there any extra steps you have to take for these to show? I'm not too knowledgeable on the whole animation part of Skyrim just got into it recently. If not it's no big deal, love the mod anyway :) endorsed.
EDIT - Found my answer in the SSE comments section, had to re run FNIS with the ESP checked and keep it checked. Working perfectly now, disregard the question.
Sadly this isn't working for me :/ I can generate the .myo file but there isn't any animation in OSA framework. Btw, I'm not using MO and I tried to integrate halo's poses with this mod. Just one question: when i click the generate plugin, is it supposed to generate just the .myo file and nothing else?
Yes it's only generating the .myo file. Try to make the "OPose" mod working (available on OSA page). If you can use this mod, then just drop your .myo file inside the "anim_1" folder. --- OPose ---\ Data ---\ meshes ---\ 0SA ---\ _MyOSA ---\ anim_1
Hi, for some reason it's not working for me. I have OSex, OSA, and OSA Poser Module all working for me. So I open Oselector through MO2, i select the path /mods directory of MO2. Then I select animations and generated a plugin (.myo file), which was a success, it created the file in the following directory: mods\*plugin name*\meshes\0SA\_MyOSA\anim_1 But it doesn't appear in my OSA. Whether I interact with self, or interact with npc, only posure module shows up. Question, how does OSA even know it's supposed to go fetch these .myo files and load them? Why is this not working for me.
So in case anyone is wondering: If you have Mod Organizer 2, you have to copy paste all the produced individual .myo files into the following directory: (within your MO2 folder) (MO2 directory)\mods\overwrite\meshes\0SA\_MyOSA\anim_1\ Then they will appear in game. Another way to access this directory is by looking at the very bottom of your list on the MO2 software, where it says "overwrite". You can right click on that and select "Open in explorer", then you would start in \overwrite and all you would need to create is: \meshes\0SA\_MyOSA\anim_1\(.myo files) Good luck.
AWESOME MOD! This mod deserves a lot more attention!
I managed to generated the plugin! but, even though I see the plugins' icons in game, when I attempt to pose, the character does nothing... Long story short, everything seems to work (generated plugin, shows icon in-game) but the character does nothing even if I press the button. Any solution to this?
Nice, works as intended. Revealed tons more animation in Fuwa Poser that missed by the Poser Module xml author.
Now I just want to know how can we deal with icons? Is it possible to add custom thumbnail to allow easier pose search? I read HERE that it mention the icons need to be integrated into the SWF file and only support vector format... hmm that is... extremely tricky... :S Would be great if the system can support regular dds...
Hello xonedl ! Glad to see it worked well ! I was also suprised to see animations I have never seen ^^.
As for icons, thanks for the link ! There is ton of useful information. I'm looking into right now
EDIT : I may have found a way. I could add PNG to the SWF file and make them appear on the menu. There is still some bugs and work to do though. Also I may put a list of all already availables icons, but it should take some time.
I looked through the process and it definitely isn't something quick, especially when we dealing with hundreds of different poses.
I checked the XML code and roughly understand that pictures are stored in code form <item actionBytes=CODE> and then it's parameters are defined in the following <item shapeId="3328" type="DefineShape2Tag"> tag and then sprite as <item frameCount="0" hasEndTag="false" spriteId="3330" type="DefineSpriteTag">. I haven't check the export section but I suppose it just another section of code below it. Because pictures are stored as code form, it is important to keep the file size as small as possible otherwise the text will be stupidly long.
Those codes for icons came with OSA are much MUCH simpler compared to adding stuff through the interface though. Most of them don't have the extra parameters like XYmin/max. Maybe they just stored on other part of the file and I just missed them, I dunno. Sample: <item actionBytes="96290000636f72652e70616e656c2e627574746f6e2e6f636f6e4d696e69436972636c654c696272617279001c962400006f636f6e4d696e69436972636c654c696272617279000702000000004f626a656374001c960f00007265676973746572436c61737300521700" spriteId="2999" type="DoInitActionTag"/> <item frameCount="1" hasEndTag="true" spriteId="2999" type="DefineSpriteTag"> <subTags> <item type="ShowFrameTag"/> </subTags> </item> <item type="ExportAssetsTag"> <tags> <item>2999</item> </tags> <names> <item>oconMiniCircleLibrary</item> </names> </item>
Knowing the structure of code should allow us to automate bulk adding iconds much easilly. Can come out with a tool that batch process picture > turn them into code > output the XML text required > just paste into SWF XML and done. My programming is very limited but PHP should be able to do this. Now just the problem of - what kind of code format is that? Looks like Base16 but haven't found a converter to try out. Most found online are Base64 instead.
Maybe something could be done, but it's seems tricky. The easiest way would be to add a functionality to OSA which would load files from a folder. If you are interested, there is some info about it on OSA development thread over LL,.
23 comments
EDIT - Found my answer in the SSE comments section, had to re run FNIS with the ESP checked and keep it checked. Working perfectly now, disregard the question.
--- OPose
---\ Data
---\ meshes
---\ 0SA
---\ _MyOSA
---\ anim_1
So I open Oselector through MO2, i select the path /mods directory of MO2. Then I select animations and generated a plugin (.myo file), which was a success, it created the file in the following directory: mods\*plugin name*\meshes\0SA\_MyOSA\anim_1
But it doesn't appear in my OSA. Whether I interact with self, or interact with npc, only posure module shows up.
Question, how does OSA even know it's supposed to go fetch these .myo files and load them? Why is this not working for me.
If you have Mod Organizer 2, you have to copy paste all the produced individual .myo files into the following directory: (within your MO2 folder)
(MO2 directory)\mods\overwrite\meshes\0SA\_MyOSA\anim_1\
Then they will appear in game.
Another way to access this directory is by looking at the very bottom of your list on the MO2 software, where it says "overwrite". You can right click on that and select "Open in explorer", then you would start in \overwrite and all you would need to create is: \meshes\0SA\_MyOSA\anim_1\(.myo files)
Good luck.
I managed to generated the plugin!
but, even though I see the plugins' icons in game,
when I attempt to pose, the character does nothing...
Long story short, everything seems to work (generated plugin, shows icon in-game)
but the character does nothing even if I press the button.
Any solution to this?
anyway, great work!
Revealed tons more animation in Fuwa Poser that missed by the Poser Module xml author.
Now I just want to know how can we deal with icons? Is it possible to add custom thumbnail to allow easier pose search?
I read HERE that it mention the icons need to be integrated into the SWF file and only support vector format... hmm that is... extremely tricky... :S
Would be great if the system can support regular dds...
I was also suprised to see animations I have never seen ^^.
As for icons, thanks for the link ! There is ton of useful information. I'm looking into right now
EDIT : I may have found a way. I could add PNG to the SWF file and make them appear on the menu. There is still some bugs and work to do though. Also I may put a list of all already availables icons, but it should take some time.
I looked through the process and it definitely isn't something quick, especially when we dealing with hundreds of different poses.
I checked the XML code and roughly understand that pictures are stored in code form <item actionBytes=CODE> and then it's parameters are defined in the following <item shapeId="3328" type="DefineShape2Tag"> tag and then sprite as <item frameCount="0" hasEndTag="false" spriteId="3330" type="DefineSpriteTag">.
I haven't check the export section but I suppose it just another section of code below it.
Because pictures are stored as code form, it is important to keep the file size as small as possible otherwise the text will be stupidly long.
Those codes for icons came with OSA are much MUCH simpler compared to adding stuff through the interface though. Most of them don't have the extra parameters like XYmin/max. Maybe they just stored on other part of the file and I just missed them, I dunno.
Sample:
<item actionBytes="96290000636f72652e70616e656c2e627574746f6e2e6f636f6e4d696e69436972636c654c696272617279001c962400006f636f6e4d696e69436972636c654c696272617279000702000000004f626a656374001c960f00007265676973746572436c61737300521700" spriteId="2999" type="DoInitActionTag"/>
<item frameCount="1" hasEndTag="true" spriteId="2999" type="DefineSpriteTag">
<subTags>
<item type="ShowFrameTag"/>
</subTags>
</item>
<item type="ExportAssetsTag">
<tags>
<item>2999</item>
</tags>
<names>
<item>oconMiniCircleLibrary</item>
</names>
</item>
Knowing the structure of code should allow us to automate bulk adding iconds much easilly.
Can come out with a tool that batch process picture > turn them into code > output the XML text required > just paste into SWF XML and done. My programming is very limited but PHP should be able to do this.
Now just the problem of - what kind of code format is that? Looks like Base16 but haven't found a converter to try out. Most found online are Base64 instead.
TLDR; I HAVE NO IDEA WTF I'M TALKING ABOUT. XD