PaulGreen Posted October 16, 2018 Author Posted October 16, 2018 1 hour ago, MadMansGun said: It looks like this is a bug in the original script, there was previously just no way to trip it it was probably just less likely to be tripped: Spoiler def _parse_fnis_lines(self, lines): stages = {} untitled = set() title = None cur_stage = [] def stage_finished(): if not cur_stage: return if title: stages[title] = cur_stage <--------- Problem here else: untitled.add(tuple(cur_stage)) for line in lines: l = line.strip() if not l: stage_finished() title = None continue if l.startswith("'"): title = l[1:].strip() continue if l.startswith("s"): stage_finished() cur_stage = [l] if l.startswith("+"): assert(cur_stage) cur_stage.append(l) stage_finished() return stages, untitled This parsed by stage section, each s + + + + up until the next ' s '. So, the werewolf example above has two stages, two "s" sections, but this line basically says, ( stage["NameOfAnimation"] = this stage ) but this will overwrite every previous parsed stage with the current stage. In short, the code that checks this only ever actually looked at the last stage of an animation for changes. It should be something like: Spoiler def stage_finished(): if not cur_stage: return if title: if not title in stages: stages[title] = cur_stage else: stages[title] += cur_stage else: untitled.add(tuple(cur_stage)) Here is a fixed version. SLAnimGenerateForMNCv11-MyEdit.pyw
MadMansGun Posted October 25, 2018 Posted October 25, 2018 On 10/7/2018 at 7:05 PM, PaulGreen said: . full list of problem races i know of that don't end there animations: Chickens Rabbits Slaughterfishes Spiders (all of them, "Estrus Chaurus Spider Addon" has a script that tries to fix it but i don't know how viable it is) Mudcrabs (+ it's idle animations are known to override SexLab animations) but IceWraiths have a more serious problem, the only node that will animate is the com node, i don't know if this is a Skyrim problem or a FNIS problem but we (me and the other animators) can't even get them to use renamed copies of there own stock animations. (at this time the only way to make animations for them is to make fake IceWraiths out of AnimObjects)
MadMansGun Posted October 26, 2018 Posted October 26, 2018 so far "Debug.SendAnimationEvent(ActorRef, "ReturnDefaultState")" has not worked for me.
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 8 hours ago, MadMansGun said: so far "Debug.SendAnimationEvent(ActorRef, "ReturnDefaultState")" has not worked for me. Where did you add this? It has worked for me. I added this line to sexlab script, then recompiled the script and put the .pex into place. Rabbit, chicken now return from animation correctly for me. I don't know about other creatures yet. It can also be tested manually: In game, face creature that is stuck performing last-stage animation, bring up console, click it to activate it's form, then send the command SAE "ReturnDefaultState" It should stop playing animation and begin acting normally. Edit: This should also work for slaughterfish
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 On 10/25/2018 at 3:40 PM, MadMansGun said: Spiders This may be where I was confused from before.. Spiders are indeed a capitalizaiton problem, a bug in FNIS. In FNIS mod, go to Data\Meshes\actors\frostbitespider\behaviors and open the file frostbitespiderbehavior_TEMPLATE.txt Search for line <hkcstring>ReturnToDefault</hkcstring> near the top. Change this to <hkcstring>returnToDefault</hkcstring> Now, re-run FNIS behavior for users and check spider animations. Mudcrabs may be the same thing for returning from animations. Go to Data\Meshes\actors\mudcrab\behaviors and do same as above for mudcrabbehavior_TEMPLATE.txt For idles breaking animations, I don't know.. I have no mudcrab animations. Where is a thing that has animations for mudcrabs? Anyone know how to report bugs in FNIS?
MadMansGun Posted October 27, 2018 Posted October 27, 2018 2 hours ago, PaulGreen said: Where did you add this? It has worked for me. I added this line to sexlab script, then recompiled the script and put the .pex into place. Rabbit, chicken now return from animation correctly for me. I don't know about other creatures yet. It can also be tested manually: In game, face creature that is stuck performing last-stage animation, bring up console, click it to activate it's form, then send the command SAE "ReturnDefaultState" t should stop playing animation and begin acting normally. Edit: This should also work for slaughterfish sslActorAlias.psc sslActorAlias.pex SAE "ReturnDefaultState" gave me a error message: "the event was not processed by the graph" 57 minutes ago, PaulGreen said: This may be where I was confused from before.. Spiders are indeed a capitalizaiton problem, a bug in FNIS. In FNIS mod, go to Data\Meshes\actors\frostbitespider\behaviors and open the file frostbitespiderbehavior_TEMPLATE.txt Search for line <hkcstring>ReturnToDefault</hkcstring> near the top. Change this to <hkcstring>returnToDefault</hkcstring> Now, re-run FNIS behavior for users and check spider animations. Mudcrabs may be the same thing for returning from animations. Go to Data\Meshes\actors\mudcrab\behaviors and do same as above for mudcrabbehavior_TEMPLATE.txt For idles breaking animations, I don't know.. I have no mudcrab animations. Where is a thing that has animations for mudcrabs? Anyone know how to report bugs in FNIS? nope, still not working on my end, i even edited the bunny's template. fore has a LoversLab account, you could try PMing him.
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 45 minutes ago, MadMansGun said: Search your entire skyrim game folder for *hare*.* and grab every .hkx and .txt you find, zip it up and post it. I can see if somehow your game is made different. I have to go purchase beer and fried chiken, so will not be back for a bit, heh. I'm not familiar enough with animation creation from FNIS to know, it may be more correct to edit FNIS creature behavior file from "returnToDefault" to "ReturnToDefault" instead of editing the template, but for purposes of this test, both should work. I'll look more at this question later.
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 Maybe it is helpful to just have more detail now.. HARE: Here is the content of the original Skyrim behavior file for the Hare: Quote attackExit AttackWinEnd AttackWinStartLeft AttackWinEndLeft bashRelease attackRelease bashStop bleedOutStart bleedOutStop blockAnticipateStart blockAnticipateStop blockHitStart blockHitStop blockStart blockStop FootLeft FootRight FootScuffLeft FootScuffRight HitFrame KillingBlow moveStart moveStop PairEnd preHitFrame recoilLargeStart recoilStart recoilStop reverseDirection SprintStart SprintStop staggerStart staggerStop turnLeft turnRight turnStop weaponDraw weaponSheathe weaponSwing Main_Idle_to_LocomotionState combatStanceStart unequip attackStop TurnEnd swimStop NPC_TurnLeft180 NPC_TurnLeft90 NPC_TurnRight180 NPC_TurnRight90 moveForward moveBackward SyncF_Left SyncB_Right swimStart LocomotionState_to_Main_Idle MainIdle_to_TurnLeft.HKX MainIdle_to_TurnRight.HKX TurnRight.HKX_to_TurnLeft.HKX TurnLeft.HKX_to_TurnRight.HKX TurnRight.HKX_to_MainIdle TurnLeft.HKX_to_MainIdle EquipStart EquipStop SpitStop MLH_SpellRelease_event spitStanceStart spitStanceStop magicDraw magicSheathe SoundPlay.NPCSpiderFrostbiteAttackA SoundPlay.NPCSpiderFrostbiteAttackB BleedoutTransitionStop TurnStart TrapExitEnd idleLeanExitStart idleLeanEnterInstant idleLeanExitEnd BeginCastLeft idleChairGetUp SoundPlay.NPCSpiderFrostbiteAttackBite release MLh_SpellFire_Event ReturnToMainIlde bleedOutIntroOut interruptCast IdleLeanexitStart_Large MLh_SpellReady_event MLh_SpellAimState SoundPlay ReturnToDefault NextClip CyclicFreeze CyclicCrossBlend FootBack FootFront SyncLeft SyncRight clipEnd PickNewIdle PickNewMandible_Idle idleStop idle_Mandible TauntStop PickNewTaunt staggerForwardStart PickFeedingIdle IdleSleepStart to_IdlleLayDownDefault idleLayDownStop aggroWarningStop aggroWarningStart deathStop deathStart GetUpStart GetUpEnd AddCharacterControllerToWorld Reanimated GetUpBegin Ragdoll AddRagdollToWorld DeathAnimation Getup RemoveCharacterControllerFromWorld IdleMandible1 IdleMandible2 cannedTurnLeft90 cannedTurnRight90 cannedTurnLeft180 cannedTurnRight180 cannedTurnRight90Flee cannedTurnRight180Flee cannedTurnLeft90Flee cannedTurnLeft180Flee Event07 Event04 cannedTurnMove cannedTurnStop ReturnDefaultState Here is the FNIS creature behavior file, BehavioredObjects.txt Quote ... giant;actors\giant;characters\giantcharacter.hkx;behaviors\giantbehavior.hkx;returnToDefault;;;;22;70 goat;actors\goat;characters\goatcharater.hkx;behaviors\goatbehavior.hkx;returnToDefault;;;;23;35 hagraven;actors\hagraven;characters\hagravencharacter.hkx;behaviors\havgravenbehavior.hkx;returnToDefault;;;;24;75hare;actors\ambient\hare;characters\harecharater.hkx;behaviors\harebehavior.hkx;ReturnDefaultState;;;;25;18 hmdaedra;actors\dlc02\hmdaedra;characters\hmdaedracharacter.hkx;behaviors\hmdaedra.hkx;forceFurnExit;;AnimObjUnequip;;26;43 horker;actors\horker;characters\horker.hkx;behaviors\horkerbehavior.hkx;returnToDefault;;;;27;39 horse;actors\horse;characters\horse.hkx;behaviors\horsebehavior.hkx;returnToDefault;;;;28;51 .... Here is the FNIS template behavior file for the Hare: Quote <hkcstring>Event07</hkcstring> <hkcstring>Event04</hkcstring> <hkcstring>cannedTurnMove</hkcstring> <hkcstring>cannedTurnStop</hkcstring> <hkcstring>ReturnDefaultState</hkcstring> </hkparam> <hkparam name="attributeNames" numelements="0"></hkparam> <hkparam name="variableNames" numelements="46"> <hkcstring>blendDefault</hkcstring> <hkcstring>blendFast</hkcstring> <hkcstring>blendSlow</hkcstring> <hkcstring>Direction</hkcstring> Here is the sexlab ActorAlias section calling events for creatures at the end of the animations: Quote if IsCreature ; Reset creature idle Debug.SendAnimationEvent(ActorRef, "Reset") Debug.SendAnimationEvent(ActorRef, "ReturnToDefault") Debug.SendAnimationEvent(ActorRef, "FNISDefault") Debug.SendAnimationEvent(ActorRef, "IdleReturnToDefault") Debug.SendAnimationEvent(ActorRef, "ForceFurnExit") if ResetAnim != "IdleForceDefaultState" && ResetAnim != "" ActorRef.Moveto(ActorRef) ActorRef.PushActorAway(ActorRef, 0.75) endIf else No event is called in sexlab for "ReturnDefaultState". Adding it in and recompiling the script works for me. check that all of your file sources as above have the correct spelling and capitalization. If you followed what I said earlier in this thread, I may have messed you up here. I said to change ReturnDefaultState to returnDefaultState in the template file BehavioredObjects.txt which was wrong. Undo this, then re-run FNIS to check the hare
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 For the SPIDER: I think I was indeed wrong again. The FNIS object file should be edited to R instead of editing the template file to r Here is the original Skyrim behavior file for the frostspider: Quote attackExit AttackWinEnd AttackWinStartLeft AttackWinEndLeft bashRelease attackRelease bashStart bashStop bleedOutStart bleedOutStop blockAnticipateStop blockHitStop blockStart blockStop FootLeft FootRight FootScuffLeft FootScuffRight HitFrame KillingBlow moveStart moveStop PairEnd preHitFrame recoilLargeStart recoilStart recoilStop reverseDirection SprintStart SprintStop staggerStart staggerStop turnLeft turnRight turnStop weaponDraw weaponSheathe weaponSwing Main_Idle_to_LocomotionState combatStanceStart unequip attackStart_Bite1 attackStart_Bite2 attackStop TurnEnd swimStop NPC_TurnLeft180 NPC_TurnLeft90 NPC_TurnRight180 NPC_TurnRight90 moveForward moveBackward SyncF_Left SyncB_Right swimStart LocomotionState_to_Main_Idle MainIdle_to_TurnLeft.HKX MainIdle_to_TurnRight.HKX TurnRight.HKX_to_TurnLeft.HKX TurnLeft.HKX_to_TurnRight.HKX TurnRight.HKX_to_MainIdle TurnLeft.HKX_to_MainIdle AttackStart_RightChop AttackStart_ComboChop AttackStart_LeftChop EquipStart EquipStop SpitStop MLH_SpellRelease_event spitStanceStart spitStanceStop magicDraw magicSheathe SoundPlay.NPCSpiderFrostbiteAttackA SoundPlay.NPCSpiderFrostbiteAttackB BleedoutTransitionStop TurnStart AttackStartLungeBite TrapExitEnd idleLeanExitStart idleLeanEnterInstant idleLeanExitEnd BeginCastLeft idleChairGetUp SoundPlay.NPCSpiderFrostbiteAttackBite release MLh_SpellFire_Event Event00 bleedOutIntroOut interruptCast IdleLeanexitStart_Large MLh_SpellReady_event MLh_SpellAimState SoundPlay ReturnToDefault FallStart CyclicFreeze CyclicCrossBlend deathStart deathStop AddRagdollToWorld Ragdoll Getup GetUpBegin AddCharacterControllerToWorld GetUpEnd Reanimated GetUpStart RemoveCharacterControllerFromWorld DeathAnimation AggroWarning01_to_DefaultState aggroWarningStart aggroWarningStop Event02 LandStart idleSleepHoleExitStart IdleBedGetUp idleSleepHoleEnterInstant idleBedSleeping RagdollInstant 2_KillMoveStart 2_KillMoveEnd 2_PairEnd 2_pairedStop 2_DeathEmote pairedStop DeathEmote KillMoveEnd KillMoveStart 2_KillActor KillActor KillMove1HMSpiderStabA KillMove1HMSpiderSmashA KillMove2HMSpiderSlamA KillMove2HWSpiderSlamA SyncRight SyncLeft idleSleepHoleExitMediumStart idleSleepHoleExitSmallStart 2_SoundPlay.NPCSpiderFrostbiteAttackASD SoundPlay.NPCSpiderFrostbiteAttackASD Here is the FNIS creature behavior file, BehavioredObjects.txt There is a capitalization problem here. The FNIS file does not match the string in the game file. Quote dwarvenspider;actors\dwarvenspider;characters\dwarvenspidercenturion.hkx;behaviors\dwarvenspiderbehavior.hkx;FNISDefault;;;;18;31 dwarvensteamcenturion;actors\dwarvensteamcenturion;characters\dwarvensteam.hkx;behaviors\steambehavior.hkx;forceFurnExit;;;;19;46 falmer;actors\falmer;characters\falmer.hkx;behaviors\falmerbehavior.hkx;returnToDefault;1;;;20;122frostbitespider;actors\frostbitespider;characters\frostbitespidercharacter.hkx;behaviors\frostbitespiderbehavior.hkx;returnToDefault;;;;21;39 giant;actors\giant;characters\giantcharacter.hkx;behaviors\giantbehavior.hkx;returnToDefault;;;;22;70 goat;actors\goat;characters\goatcharater.hkx;behaviors\goatbehavior.hkx;returnToDefault;;;;23;35 hagraven;actors\hagraven;characters\hagravencharacter.hkx;behaviors\havgravenbehavior.hkx;returnToDefault;;;;24;75 Here is the FNIS behavior template for the frostbitespider: The string matches the original game file. Most likely, this file is generated directly from the .hkx file. Maybe the object file above was more hand-crafted? Quote <hkcstring>interruptCast</hkcstring> <hkcstring>IdleLeanexitStart_Large</hkcstring> <hkcstring>MLh_SpellReady_event</hkcstring> <hkcstring>MLh_SpellAimState</hkcstring> <hkcstring>SoundPlay</hkcstring> <hkcstring>ReturnToDefault</hkcstring> <hkcstring>FallStart</hkcstring> <hkcstring>CyclicFreeze</hkcstring> <hkcstring>CyclicCrossBlend</hkcstring> <hkcstring>deathStart</hkcstring> <hkcstring>deathStop</hkcstring> So, an example resultant behavior file created by the FNIS for modders tool. This is from Billy's pack, "FNIS_Billyy_Creature2_frostbitespider_Behavior.hkx": It was created from the object file, so has the capitalization that it has, which doesn't match what the original skyrim file has. Quote returnToDefault AnimObjectUnequip AnimObjLoad AnimObjDraw HeadTrackingOff HeadTrackingOn StartAnimatedCamera EndAnimatedCamera IdleChairSitting IdleChairGetUp FNISreserve1 B_Spider_BillyyMissionary_A2_S1_REENTER B_Spider_BillyyMissionary_A2_S2 B_Spider_BillyyMissionary_A2_S3 B_Spider_BillyyMissionary_A2_S4 B_Spider_BillyyMissionary_A2_S5 B_Spider_BillyyDoggy_A2_S1_REENTER B_Spider_BillyyDoggy_A2_S2 B_Spider_BillyyDoggy_A2_S3 B_Spider_BillyyDoggy_A2_S4 B_Spider_BillyyDoggy_A2_S5 B_Spider_Billyy69_A2_S1_REENTER B_Spider_Billyy69_A2_S2 B_Spider_Billyy69_A2_S3 B_Spider_Billyy69_A2_S4 B_Spider_Billyy69_A2_S5 B_Spider_BillyyHoldingAnal_A2_S1_REENTER B_Spider_BillyyHoldingAnal_A2_S2 B_Spider_BillyyHoldingAnal_A2_S3 B_Spider_BillyyHoldingAnal_A2_S4 B_Spider_BillyyHoldingAnal_A2_S5 B_Spider_Billyy3pDP_A2_S1_REENTER B_Spider_Billyy3pDP_A2_S2 B_Spider_Billyy3pDP_A2_S3 B_Spider_Billyy3pDP_A2_S4 B_Spider_Billyy3pDP_A2_S5 B_Spider_Billyy3pDP_A3_S1_REENTER B_Spider_Billyy3pDP_A3_S2 B_Spider_Billyy3pDP_A3_S3 B_Spider_Billyy3pDP_A3_S4 B_Spider_Billyy3pDP_A3_S5 B_Spider_Billyy3pSpitroast_A2_S1_REENTER B_Spider_Billyy3pSpitroast_A2_S2 B_Spider_Billyy3pSpitroast_A2_S3 B_Spider_Billyy3pSpitroast_A2_S4 B_Spider_Billyy3pSpitroast_A2_S5 B_Spider_Billyy3pSpitroast_A3_S1_REENTER B_Spider_Billyy3pSpitroast_A3_S2 B_Spider_Billyy3pSpitroast_A3_S3 B_Spider_Billyy3pSpitroast_A3_S4 B_Spider_Billyy3pSpitroast_A3_S5 B_LargeSpider_BillyyBehind_A2_S1_REENTER B_LargeSpider_BillyyBehind_A2_S2 B_LargeSpider_BillyyBehind_A2_S3 B_LargeSpider_BillyyBehind_A2_S4 B_LargeSpider_BillyyBehind_A2_S5 B_LargeSpider_BillyyFaceFuck_A2_S1_REENTER B_LargeSpider_BillyyFaceFuck_A2_S2 B_LargeSpider_BillyyFaceFuck_A2_S3 B_LargeSpider_BillyyFaceFuck_A2_S4 B_LargeSpider_BillyyFaceFuck_A2_S5 B_LargeSpider_BillyyMissionaryAnal_A2_S1_REENTER B_LargeSpider_BillyyMissionaryAnal_A2_S2 B_LargeSpider_BillyyMissionaryAnal_A2_S3 B_LargeSpider_BillyyMissionaryAnal_A2_S4 B_LargeSpider_BillyyMissionaryAnal_A2_S5 B_GiantSpider_BillyyBehind_A2_S1_REENTER B_GiantSpider_BillyyBehind_A2_S2 B_GiantSpider_BillyyBehind_A2_S3 B_GiantSpider_BillyyBehind_A2_S4 B_GiantSpider_BillyyBehind_A2_S5 B_GiantSpider_BillyyMissionary_A2_S1_REENTER B_GiantSpider_BillyyMissionary_A2_S2 B_GiantSpider_BillyyMissionary_A2_S3 B_GiantSpider_BillyyMissionary_A2_S4 B_GiantSpider_BillyyMissionary_A2_S5 B_GiantSpider_BillyyDoggyAnal_A2_S1_REENTER B_GiantSpider_BillyyDoggyAnal_A2_S2 B_GiantSpider_BillyyDoggyAnal_A2_S3 B_GiantSpider_BillyyDoggyAnal_A2_S4 B_GiantSpider_BillyyDoggyAnal_A2_S5 B_Spider_BillyyMissionary_A2_S1 B_Spider_BillyyDoggy_A2_S1 B_Spider_Billyy69_A2_S1 B_Spider_BillyyHoldingAnal_A2_S1 B_Spider_Billyy3pDP_A2_S1 B_Spider_Billyy3pDP_A3_S1 B_Spider_Billyy3pSpitroast_A2_S1 B_Spider_Billyy3pSpitroast_A3_S1 B_LargeSpider_BillyyBehind_A2_S1 B_LargeSpider_BillyyFaceFuck_A2_S1 B_LargeSpider_BillyyMissionaryAnal_A2_S1 B_GiantSpider_BillyyBehind_A2_S1 B_GiantSpider_BillyyMissionary_A2_S1 B_GiantSpider_BillyyDoggyAnal_A2_S1 B_Spider_BillyyMissionary_A2_S5_DONE B_Spider_BillyyDoggy_A2_S5_DONE B_Spider_Billyy69_A2_S5_DONE B_Spider_BillyyHoldingAnal_A2_S5_DONE B_Spider_Billyy3pDP_A2_S5_DONE B_Spider_Billyy3pDP_A3_S5_DONE B_Spider_Billyy3pSpitroast_A2_S5_DONE B_Spider_Billyy3pSpitroast_A3_S5_DONE B_LargeSpider_BillyyBehind_A2_S5_DONE B_LargeSpider_BillyyFaceFuck_A2_S5_DONE B_LargeSpider_BillyyMissionaryAnal_A2_S5_DONE B_GiantSpider_BillyyBehind_A2_S5_DONE B_GiantSpider_BillyyMissionary_A2_S5_DONE B_GiantSpider_BillyyDoggyAnal_A2_S5_DONE AttrWM bAnimationDriven IsFNIS So, what will happen is that, the FNIS animation behavior file for an animation pack has a behavior that, technically, doesn't exist. There is no "returnToDefault" behavior in the creature file. Additionally, the sexlab actor alias script, as the above post has, is: Quote if IsCreature ; Reset creature idle Debug.SendAnimationEvent(ActorRef, "Reset") Debug.SendAnimationEvent(ActorRef, "ReturnToDefault") Debug.SendAnimationEvent(ActorRef, "FNISDefault") Debug.SendAnimationEvent(ActorRef, "IdleReturnToDefault") Debug.SendAnimationEvent(ActorRef, "ForceFurnExit") if ResetAnim != "IdleForceDefaultState" && ResetAnim != "" ActorRef.Moveto(ActorRef) ActorRef.PushActorAway(ActorRef, 0.75) endIf else not returnToDefault. However, this may not matter.. There is STILL some oddness that I don't understand. I think that, when these events are called from papyrus scripts, it is actually CASE-INSENSITIVE. I think it will invoke the event that matches regardless of case, however, that invocation is now case-sensitive, so if in the same behavior file for the same creature, there is differing capitalization, it now fails. So, one should edit the behavior object file "BehavioredObjects.txt" to fix capitalization, re-run FNIS for modders on all the animation packs with that creature file so that the .hkx behavior files for those animations have the correct string, and then also re-run FNIS for users, so the final, combined behavior file has all the correct strings. The MUCH QUICKER way to just test if this is all even correct at all, is to hex-edit the output from FNIS for users and find the instances of "ReturnToDefault", make them "returnToDefault" , which is what I said to do a couple hours ago, but this is "technically incorrect" and not the actual correct way to fix it. This will make the main creature behavior file's event name match the event name in all of the external behavior files created by animation packs, so one does not need to re-run the FNIS for modders on those animations.
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 4 minutes ago, MadMansGun said: hare.7z BehavioredObjects.txt Ja, I think I fucked up your file when I was wrong before, sorry >.> Replace your current "FNIS_HCOSWildlife_hare_Behavior.hkx" file with this one. I hex-edited it to change from Quote returnDefaultState AnimObjectUnequip AnimObjLoad AnimObjDraw HeadTrackingOff HeadTrackingOn StartAnimatedCamera EndAnimatedCamera IdleChairSitting IdleChairGetUp FNISreserve1 mmg_werewolfonbunny_A1_S1_REENTER mmg_werewolfonbunny_A1_S2 mmg_werewolfonbunny_A1_S3 mmg_werewolfonbunny_A1_S4 mmg_wolfonbunny_A2_S1_REENTER mmg_wolfonbunny_A2_S2 mmg_wolfonbunny_A2_S3 mmg_wolfonbunny_A2_S4 mmg_werewolfonbunny_A1_S1 mmg_wolfonbunny_A2_S1 mmg_werewolfonbunny_A1_S4_DONE mmg_wolfonbunny_A2_S4_DONE AttrWM bAnimationDriven IsFNIS to Quote ReturnDefaultState AnimObjectUnequip AnimObjLoad AnimObjDraw HeadTrackingOff HeadTrackingOn StartAnimatedCamera EndAnimatedCamera IdleChairSitting IdleChairGetUp FNISreserve1 mmg_werewolfonbunny_A1_S1_REENTER mmg_werewolfonbunny_A1_S2 mmg_werewolfonbunny_A1_S3 mmg_werewolfonbunny_A1_S4 mmg_wolfonbunny_A2_S1_REENTER mmg_wolfonbunny_A2_S2 mmg_wolfonbunny_A2_S3 mmg_wolfonbunny_A2_S4 mmg_werewolfonbunny_A1_S1 mmg_wolfonbunny_A2_S1 mmg_werewolfonbunny_A1_S4_DONE mmg_wolfonbunny_A2_S4_DONE AttrWM bAnimationDriven IsFNIS See if it works now FNIS_HCOSWildlife_hare_Behavior.hkx
MadMansGun Posted October 27, 2018 Posted October 27, 2018 18 minutes ago, PaulGreen said: re-run FNIS for modders on all the animation packs with that creature file so that the .hkx behavior files for those animations have the correct string, and then also re-run FNIS for users, so the final, combined behavior file has all the correct strings. i think that was it, the rabbit went back to running around, i'm going to go try regenerating the other creature behavior files now.
MadMansGun Posted October 27, 2018 Posted October 27, 2018 umm...was the spider meant to be returnToDefault or ReturnToDefault in everything? ?
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 1 minute ago, MadMansGun said: umm...was the spider meant to be returnToDefault or ReturnToDefault in everything? The actual, most correct fix, it should match the original behavior file, which is ReturnToDefault
MadMansGun Posted October 27, 2018 Posted October 27, 2018 25 minutes ago, PaulGreen said: The actual, most correct fix, it should match the original behavior file, which is ReturnToDefault i just found another problem for animators to watch out for: DELETE ALL THE BEHAVIOR FLIES FIRST!!! the generatefnisformodders.exe does not see the difference in the "R" so it won't actuality update the fucking file ? so i just wasted a fuck load of time on NOT updating files ? the spiders are working now.....or should i say ending now.
MadMansGun Posted October 27, 2018 Posted October 27, 2018 https://www.youtube.com/watch?v=Pu6Mid2a428 everything is ending when it should now....well at least the ones i have animations for anyways. i saw something that looked suspicious to me in the mudcrab's template: "ReturnToMainIlde" off hand i don't see that in the other templates so i'm just wondering if that's the cause of the " idle animations override SexLab animations" problem. ....and we still need to decide on tags for actor race identification.
Billyy Posted October 27, 2018 Posted October 27, 2018 Some interesting stuff going on here. I don't know if it's within the scope of this, but Wisp Mother has a similar less severe problem to the Ice wraith, where you can't animate her flowy robe cloth as far as I know. Doing science on the Mudcrabs though... Some things man was not meant to mess with... You don't know the horrors you could unleash!
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 8 hours ago, MadMansGun said: Woo! lol I don't have mudcrab nor icewraiths animations.. is there a pack that has them? Nothing looks immediately suspicious, it would help alot to have examples. Re-naming already existing ones might have other problems (partly from me still not completely understanding animation and FNIS setups), it would be best for 100% sure experimentation to have entirely original, but if they do not exist, renaming one for examples is fine too. I messaged Ashal about creature race position designation and adding animation filtering for multiple racekeys. I do not know if he will do these things, but if so, it is cleaner than trying to organize a 'sidechannel' system. If they decide not to do it, then the tagging idea works for sure, too, just have to continue creating it. I think if next non-SSE-update-only release doesn't have changes for this, I'll bug them about it and see what they plan to do.
MadMansGun Posted October 27, 2018 Posted October 27, 2018 7 hours ago, Ed86 said: sooo... spiders now dont get stuck? that's right, and the same goes for rabbits, chickens and slaughterfishes. 2 hours ago, Billyy said: Some interesting stuff going on here. I don't know if it's within the scope of this, but Wisp Mother has a similar less severe problem to the Ice wraith, where you can't animate her flowy robe cloth as far as I know. is it just the robe? the one thing that stands out to me is that both the Ice wraith & wisp mother use "BSLagBoneController" in there skeletons. the Ice wraith has them on everything, and the Wisp Mother just has them on the "Wrap" nodes (note: i have removed the BSLagBoneControllers from the Ice wraiths in the past but it did not fix anything....in fact it broke things more)
MadMansGun Posted October 27, 2018 Posted October 27, 2018 4 hours ago, PaulGreen said: I don't have mudcrab nor icewraiths animations.. is there a pack that has them? some of us did test animations that never got anywhere...i don't know if i still have any of them, but i can make some if needed. but the problem with Ice wraiths is we don't even know if our node lists are right for exporting animations.
Billyy Posted October 27, 2018 Posted October 27, 2018 10 minutes ago, MadMansGun said: is it just the robe? the one thing that stands out to me is that both the Ice wraith & wisp mother use "BSLagBoneController" in there skeletons. the Ice wraith has them on everything, and the Wisp Mother just has them on the "Wrap" nodes (note: i have removed the BSLagBoneControllers from the Ice wraiths in the past but it did not fix anything....in fact it broke things more) Yeah, it's just the robe wraps afaik. Other stuff works.
MadMansGun Posted October 27, 2018 Posted October 27, 2018 22 minutes ago, PaulGreen said: . i just remembered that llabsky made a Mudcrab animation in there "animation tester", it's not a slal pack (it was made before SLAL existed) but the animation is there. https://www.loverslab.com/files/file/2261-more-creature-animations-26-nov-2015-wispdwarven-spider/
PaulGreen Posted October 27, 2018 Author Posted October 27, 2018 4 hours ago, MadMansGun said: I'm pretty sure the icewraith and wisp mother problems are the lag bones as you mention. Probably what would have to do is use a 'nif replacer' when the animation starts to replace the actor with another model where the lag controllers are removed. Also possible would be deactivating those controllers. I don't see a papyrus script that allow deactivating lag bone controllers, though. Maybe someone else knows how to do this, but I don't know.
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