Recap
So, that was a whole lot of information wasn’t it? Let’s do a recap to check what we learned.
We know that the animation bus system of Depraved Sense is a node based one, and that it has four types of cells Ticket, Depot, Stage, and Phase. Each with its own job, and traits that differentiates between each other. Then we can connect them with Road, that has specific conditions to be passthrough. And finally after we have build our scene with these elements, we call an AnimBus to interpret, and drive dynamically through all the elements, following its own loop rule. Until it finally arrives at a Depot, which it releases every Actor it has.
Got that locked in? Great!
With your powers combined!
With this knowledge at your hands, you can create intricate dynamic animations that react with the game without compromising the animation’s quality! Capable of creating either SFW or NSFW scenes with multiple actors with ease. Here’s the visual representation of the base Self-Pleasure scene as good example of this system being used at its best!
Of course, there are still the hard comings of creating your own scenes. Thinking of how things are going to get connected, how they change the final outcome, and the need to adjust the actors offsets once in a while makes things complicated. But, it is better than using Zomboid XMLs directly, and having a headache trying to make sure you got things right.