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[TE4] Anim Modding SDK !

Everything about Modding the game, from new courts to the modifications of the player & tournament bases (and including all the bugs they may be creating ! ;) )
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 18 Jan 2026, 07:08

Replace 14.2 by the frame number where the player hits the ball.

"OffHandTarget: Reg 1 ; Free 41 ; Reg" means force the off-hand on the handle till frame 1, then let the off-hand free till frame 41, then force the off-hand on the handle till the end of the anim. In doubt, you can remove this line to completely disable the off-hand IK on this animation.
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Re: [TE4] Anim Modding SDK !

Postby anrox335 » 21 Jan 2026, 06:53

The dynamic animations get really weird with the racket moving backwards for a while. Changing the frame number in info has zero effect. Other animations like normal backhand dont have such issues.
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 22 Jan 2026, 07:44

It really looks like you didn't put the correct frame number for the hit. Double-check the game sees your .txt with all its info.
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Re: [TE4] Anim Modding SDK !

Postby anrox335 » 24 Jan 2026, 12:35

Its working now, but the txt didn't seem to work form. What worked was putting frame number on the info section of iList. I didn't generate any offhand file using this info, so idk how it worked, but thanks for helping me.
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 25 Jan 2026, 06:56

It likely means that the .txt had the wrong name or was in the wrong folder... :fear:
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Re: [TE4] Anim Modding SDK !

Postby anrox335 » 25 Jan 2026, 17:12

So, like I have to name it according to the animation name?
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 26 Jan 2026, 07:03

Yes ; generate the offhand info, so you'll get the right name. (and delete the offhand info in it if you don't want it)
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Re: [TE4] Anim Modding SDK !

Postby Scott123 » 26 Jan 2026, 22:34

Hi anrox355,

Just a question, will the new mod with new sliding anims be made public? Since they seem to be working now.
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Re: [TE4] Anim Modding SDK !

Postby anrox335 » 10 Feb 2026, 15:17

Scott123,
I am still working on it now. Will definitely make public if I get good results.

manutoo,
It is not possible to generate a file for the sliding/stretch animations. I manually edit the provided file.
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 11 Feb 2026, 07:01

anrox335,
what happens when you click on the button ? Do you get any messages in the log ?
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Re: [TE4] Anim Modding SDK !

Postby anrox335 » 19 Feb 2026, 07:55

manutoo
I get no message
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 24 Feb 2026, 10:33

Ok, I checked, and the Anim Modding SDK was initially built before the addition of the Slide anims. I updated it after their arrival, but I didn't update the code, only the folder structure.
I just updated it : you just have to copy the new TE4-ModdingAnimSDK\Assets\Scripts\CAnimPreprocessing.cs .
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Re: [TE4] Anim Modding SDK !

Postby PulsarV1 » 18 Jul 2026, 12:55

Animation mod works on Windows but anims don't register on Mac & PS5
Hello Manutoo,

I published two animation mods on mod.io ("Pulsar Federer FH" / "Pulsar Sinner FH"). They work perfectly on Windows (both direct install and via mod.io subscription), but on Mac and PS5 the mod downloads fine yet the animations never appear in the anim list (the forehand count doesn't increase).

What I've checked so far:

Bundles built with the Anim Modding SDK, Unity 2019.4.27f1, UnityFS v7, LZ4HC — header-identical to Nard's bundles, which do register on PS5.
Mod structure matches working mods exactly: Mod.ini ([Mod] + Name + NameOffline), CachedAnimList.ini shipped in the zip (UTF-8 with BOM, NbFiles = bundle count, TotalSize = total bytes of AnimationBundles, one section per bundle), AnimationBundles/ with bundle + .manifest.
The current live file even contains the same anim under two different bundle names to rule out naming issues ('federer forehand_v1-p' and 'federer-fh-p1') — a Mac player reports neither shows up.
Is there anything else the Mac/console builds require to register mod animations (different cache handling, whitelist, etc.)? I can provide the .zip or any log. Thanks!
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 19 Jul 2026, 06:00

PulsarV1,
could someone with the issue activate only your Mod, restart the game, go to Training Club -> Player 1 -> Customize Player -> Forehand, and then send me a Bug Report ? (HowTo => topic5-31732.php )
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Re: [TE4] Anim Modding SDK !

Postby manutoo » 20 Jul 2026, 10:05

PulsarV1,
I got a Bug Report from someone on PS5, but it didn't have your Mod, so I guess the installation is failing. If so, then try to compact your .zip with Windows' Compressed Folder, not 7zip or something else.
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