MadMansGun Posted October 28, 2018 Posted October 28, 2018 2 hours ago, PaulGreen 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. like i said: 7 hours ago, MadMansGun said: (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) i deleted them from the skeleton.nif but it did not fix anything, it only messed up there normal animations a bit. i think the problem may have more to do with it's skeleton.hkx or the behavior hkx, i don't think they had any control over the nodes in the first place. it's just like how any new skeleton nodes you add can't be animated with hkx based animation files, you can move them anywhere you want in max but in game they are locked to whatever position they are placed on the skeleton.nif.
Tyrant99 Posted October 28, 2018 Posted October 28, 2018 2 hours ago, PaulGreen said: 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. There's no native way in Papyrus. b3lisario made SkeletonUtils to rotate non animating skeleton bones via script. but that's a custom SKSE function which involves reverse engineering Skyrim binary, scripting in C++, and compiling to a .dll in 2013 Visual Studio... Whether you could find a way to do what you want in Skyrim source code is another matter...
MadMansGun Posted October 28, 2018 Posted October 28, 2018 yea...i think staying with AnimObject IceWraiths would be the easier/better option when compared to that.
Blaze69 Posted October 28, 2018 Posted October 28, 2018 7 hours ago, MadMansGun said: yea...i think staying with AnimObject IceWraiths would be the easier/better option when compared to that. Then you could still make it a 2 actor animation involving wraiths (so it's more compatible with other mods that assume 2 actors will be involved) and simply have the actual wraith actor moved way below the ground (so it's not visible) and replaced with an animobject in the scene itself. You said the NPC/Root node can be animated for them, right? I assume it would be possible, then.
fore Posted October 28, 2018 Posted October 28, 2018 On 10/27/2018 at 10:09 AM, PaulGreen said: The actual, most correct fix, it should match the original behavior file, which is ReturnToDefault Let me answer here to your pm, since I think it is of interest for the others too. I wasn't aware that there are any capitalization dependencies in Havok at all. In fact there are areas where this is no issue at all Like for animation variable. Or the one you pointed out. There are a lot of inconsistencies in the Skyrim definition for creatures. In fact that file BehavioredObjects.txt only exists because of the inconsistencies. If you look at it, it contains all data which is necessary to create custom behaviors, but which are different between the different creatures. The capitalization is just one minore form of difference. Other creatures require an event like "forceFurnExit". As I see there are 7 creatures with wrong caps: chaurus dwarvenspider frostbytespider mudcrab slaughter chicken hare So the right way to deal with it is to change the entries in BehavioredObjects.txt, and regenerate the concerned FNIS behaviors with the modders tool. I ask you to test it. Then I can make an update of the creature pack. I'm not working any more on the behavior internals. Therefore I have to trust on your input.
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 2 hours ago, fore said: As I see there are 7 creatures with wrong caps: chaurus dwarvenspider frostbytespider mudcrab slaughter chicken hare Besides the mudcrab and frostbitespiders, what is the capitalization difference you see in the other lines? I went through the lines in that files and case-sensitive-grep'd the event name string in the templates to see that they match up.. did I mess that up? For those two, I believe it works, and I also believe MadMansGun has confirmed. Should this change not be the actual solution and I'm wrong about the capitalization, the change should then not have any effect anyway, so at least wouldn't break anything. @MadMansGun MadMansGun, am I right that this did work for you, right, for Spiders at least? Also, holy crap, the mudcrab behavior graph is complicated. It does alot of stuff. I think what's happening is that a bunch of places in the chain of behaviors specify transitions that then have triggers on things like time or time into/exiting clips, so when an animation is played from FNIS, it's immediately usurped by one of the transition triggers from the previous state. Is there a way to tell the behavior graph to "cancel all transitions" or something like that when a new state is invoked? I tried to make guesses with the constants.. Maybe another thing would be to invoke the FNIS in two state changes, the first one with its own transition that just does nothing..
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 14 hours ago, MadMansGun said: Regarding icewraiths, maybe this will work? The skeleton .nif and the.hkx have had bones called "IWA Seg01" and such added as interstitials between the lag-bones which are called like "IW Seg01". The 'animation' physicals should play correctly on the lag bones still, since the lag controllers actually specify the bone they affect and don't rely directly on the hierarchy, but the new "IWA" bones are animateable and in the skeleton. It might still look a little funny in a controlled animation because the body will still be performing the "lag" physics during the animation, so there will not be 100% correspondance between what you see in animation and what actually show in the game, but it should be mostly predictable. If anything is attached to the icewraith segments, attach it to one of the IWA segment bones, not the IW segment bones. skeleton-Edit.nif skeleton-Edit-out.hkx
MadMansGun Posted October 28, 2018 Posted October 28, 2018 7 hours ago, Blaze69 said: Then you could still make it a 2 actor animation involving wraiths (so it's more compatible with other mods that assume 2 actors will be involved) and simply have the actual wraith actor moved way below the ground (so it's not visible) and replaced with an animobject in the scene itself. You said the NPC/Root node can be animated for them, right? I assume it would be possible, then. yes that's what i did in one of my experiments, and i think the animation billyy is working may be doing that as well. 2 hours ago, fore said: I ask you to test it. Then I can make an update of the creature pack. I'm not working any more on the behavior internals. Therefore I have to trust on your input. 1 hour ago, PaulGreen said: @MadMansGun MadMansGun, am I right that this did work for you, right, for Spiders at least? it has 100% worked for the frostbytespider, slaughterfish, chicken and hare (editing both the "BehavioredObjects" and the creature's "behavior_TEMPLATE" files, + deleting all the behavior.hkx files and regenerating them.) but i never had problems with the chaurus or dwarvenspider, so i'm not sure about editing them...i guess i could try? 51 minutes ago, PaulGreen said: Regarding icewraiths, maybe this will work? The skeleton .nif and the.hkx have had bones called "IWA Seg01" and such added as interstitials between the lag-bones which are called like "IW Seg01". The 'animation' physicals should play correctly on the lag bones still, since the lag controllers actually specify the bone they affect and don't rely directly on the hierarchy, but the new "IWA" bones are animateable and in the skeleton. It might still look a little funny in a controlled animation because the body will still be performing the "lag" physics during the animation, so there will not be 100% correspondance between what you see in animation and what actually show in the game, but it should be mostly predictable. If anything is attached to the icewraith segments, attach it to one of the IWA segment bones, not the IW segment bones. skeleton-Edit.nif skeleton-Edit-out.hkx i will test that out when i can.
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 I have tried the edited icewraith skeleton, and it at least doesn't cause problems with the existing animations and movements. To actually try it, a new animation would need to be made that uses the new bones.
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 14 minutes ago, MadMansGun said: it has 100% worked for the frostbytespider, slaughterfish, chicken and hare (editing both the "BehavioredObjects" and the creature's "behavior_TEMPLATE" files, + deleting all the behavior.hkx files and regenerating them.) @fore For Fore, it should be noted that the animation problems with the hare, slaughterfish, and chiken were sexlab problems, not FNIS problems. The fix was to add to sexlab, calling the appropriate event that FNIS had already been indicating should be called but just wasn't being done. I messaged Ashal about that as well, and hopefully will be fixed, heh.
MadMansGun Posted October 28, 2018 Posted October 28, 2018 29 minutes ago, PaulGreen said: @fore For Fore, it should be noted that the animation problems with the hare, slaughterfish, and chiken were sexlab problems, not FNIS problems. The fix was to add to sexlab, calling the appropriate event that FNIS had already been indicating should be called but just wasn't being done. I messaged Ashal about that as well, and hopefully will be fixed, heh. it's a problem with both, just fixing sexlab did not do anything for me. it's a "domino effect" bug: FNIS has a "case sensitive" typing error, and all the behavior files for the effected creatures have the same error inside of them. and SexLab is most likely missing returndefaultstate because it did not do anything because of the error (at least that's my thinking).
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 53 minutes ago, MadMansGun said: Remember I'm weird and obsessive, heh.. It might be from what I had you do earlier in this thread, on the first page. That actually caused there to be a capitalization error that wouldn't have existed from a normal installation: Quote On an unrelated note, I figured out why some creatures get stuck after animations finish.. it looks like a bug in FNIS. In ./Data/tools/GenerateFNIS_for_Users/BehavioredObjects.txt There's just some capitalization problems.. every place there there is ReturnDefaultState it should be returnDefaultState I guess people just need to fix that on their own in their own setups. I had you do that and rebuild the FNIS for users, so now those capitalizations didn't match the original. Additionally, I found that the event call from papyrus ignores capitalization. If one edits the sexlab script to make it wrong, it still works. I think the call from papyrus is case-insensitive and only the string first hit in the graph becomes a case-sensitive search. For instance, this still works fine in sslActorAlias.psc: Quote ActorRef.SetVehicle(none) ; Stop animevent 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") Debug.SendAnimationEvent(ActorRef, "ReTURNDeFauLTStAtE") if ResetAnim != "IdleForceDefaultState" && ResetAnim != "" ActorRef.Moveto(ActorRef) ActorRef.PushActorAway(ActorRef, 0.75) endIf else I re-unzipped the original documents, and here is what I see: Quote 'Version:V5.3 '<behavior_object>;<base_folder>;<default_behavior>;<master_behavior>;<back_to_default_event>;<DLC_depending>;<special_AOUnequip>;<Skip_CC>;<BO_Id>;<BO_Anims> 'CREATURES atronachflame;actors\atronachflame;characters\atronachflame.hkx;behaviors\atronachflamebehavior.hkx;returnToDefault;;;;1;35 atronachfrost;actors\atronachfrost;characters\atronachfrostcharacter.hkx;behaviors\atronachfrostbehavior.hkx;returnToDefault;;;;2;32 atronachstorm;actors\atronachstorm;characters\atronachstormcharacter.hkx;behaviors\atronachstormbehavior.hkx;returnToDefault;;;;3;26 bear;actors\bear;characters\bearcharacter.hkx;behaviors\bearbehavior.hkx;returnToDefault;;;;4;40 benthiclurker;actors\dlc02\benthiclurker;characters\benthiclurkercharacter.hkx;behaviors\benthiclurkerbehavior.hkx;returnToDefault;;;;5;60 boarriekling;actors\dlc02\boarriekling;characters\boar.hkx;behaviors\boarbehavior.hkx;returnToDefault;;;;6;48chaurus;actors\chaurus;characters\chaurus.hkx;behaviors\chaurusbehavior.hkx;FNISDefault;;;;7;42 chaurusflyer;actors\dlc01\chaurusflyer;characters\chaurusflyercharacter.hkx;behaviors\chaurusflyerbehavior.hkx;returnToDefault;;;;8;39chicken;actors\ambient\chicken;characters\chickencharater.hkx;behaviors\chickenbehavior.hkx;ReturnDefaultState;;;;9;20 cow;actors\cow;characters\h_cowcharater.hkx;behaviors\h-cowbehavior.hkx;returnToDefault;;;;10;42 deer;actors\deer;characters\deercharater.hkx;behaviors\deerbehavior.hkx;returnToDefault;;;;11;30 dog;actors\canine;characters dog\dog.hkx;behaviors\dogbehavior.hkx;returnToDefault;;;;12;66 dragon;actors\dragon;characters\dragontest.hkx;behaviors\dragonbehavior.hkx;Reset;;;;13;179 dragonpriest;actors\dragonpriest;characters\dragon_priest.hkx;behaviors\dragon_priest.hkx;returnToDefault;;;;14;107 draugr;actors\draugr;characters\draugr.hkx;behaviors\draugrbehavior.hkx;forceFurnExit;1;;;15;216 ' NOTE: the following entry is for SKELETON. But since they share behavior with draugr, ALL skeleton animations have to be added to draugr draugr;actors\draugr;characterskeleton\draugr_skeleton.hkx;behaviors\draugrbehavior.hkx;forceFurnExit;1;;1;15;216 dwarvenballistacenturion;actors\dlc02\dwarvenballistacenturion;characters\ballistacenturion.hkx;behaviors\bcbehavior.hkx;forceFurnExit;;;;16;37 dwarvenspherecenturion;actors\dwarvenspherecenturion;characters\spherecenturion.hkx;behaviors\scbehavior.hkx;forceFurnExit;;;;17;80dwarvenspider;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;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 icewraith;actors\icewraith;characters\icewraithcharacter.hkx;behaviors\icewraithbehavior.hkx;returnToDefault;;;;29;16 mammoth;actors\mammoth;characters\mammothcharacter.hkx;behaviors\mammothbehavior.hkx;returnToDefault;;;;30;36mudcrab;actors\mudcrab;characters\mudcrabcharacter.hkx;behaviors\mudcrabbehavior.hkx;returnToDefault;;;;31;33 netch;actors\dlc02\netch;characters\netchcharacter.hkx;behaviors\netchbehavior.hkx;returnToDefault;;;;32;14 riekling;actors\dlc02\riekling;characters\rieklingcharacter.hkx;behaviors\rieklingbehavior.hkx;returnToDefault;;;;33;88 sabrecat;actors\sabrecat;characters\sabrecat.hkx;behaviors\sabrecatbehavior.hkx;returnToDefault;;;;34;63 scrib;actors\dlc02\scrib;characters\scrib.hkx;behaviors\scribbehavior.hkx;returnToDefault;;;;35;45 skeever;actors\skeever;characters\skeevercharacter.hkx;behaviors\skeeverbehavior.hkx;returnToDefault;;;;36;33slaughterfish;actors\slaughterfish;characters\slaughterfish.hkx;behaviors\slaughterfishbehavior.hkx;ReturnDefaultState;;;;37;34 spriggan;actors\spriggan;characters\spriggan.hkx;behaviors\sprigganbehavior.hkx;returnToDefault;;;;38;68 troll;actors\troll;characters\troll.hkx;behaviors\trollbehavior.hkx;returnToDefault;;;;39;67 vampirebrute;actors\dlc01\vampirebrute;characters\vampirebrutecharacter.hkx;behaviors\vampirebrutebehavior.hkx;returnToDefault;;;;40;44 vampirelord;actors\vampirelord;characters\vampirelord.hkx;behaviors\vampirelord.hkx;idleReturnToDefault;;;;41;94 werewolfbeast;actors\werewolfbeast;characters\werewolf.hkx;behaviors\werewolfbehavior.hkx;idleReturnToDefault;;;;42;99 wisp;actors\wisp;characters\wispcharacter.hkx;behaviors\wispbehavior.hkx;returnToDefault;;;;43;38 witchlight;actors\witchlight;characters\witchlightcharacter.hkx;behaviors\witchlightbehavior.hkx;returnToDefault;;;;44;7 wolf;actors\canine;characters wolf\wolf.hkx;behaviors wolf\wolfbehavior.hkx;returnToDefault;;;;45;72 'AUXBONES tail;auxbones\tail;characters\tailcharacter.hkx;behaviors\tailbehavior.hkx;tailMTIdle;;;;46;122 ' 'PLANTS/Activators caveworm;dlc01\plants\caveworm;characters\character01.hkx;behaviors\behavior00.hkx;OpenInstant;;;;47;4 cavewormgroup;dlc01\plants\cavewormgroup;characters\character01.hkx;behaviors\behavior00.hkx;OpenInstant;;;;48;4 cavewormsmall;dlc01\plants\cavewormsmall;characters\character01.hkx;behaviors\behavior00.hkx;OpenInstant;;;;49;4 chaurus - Matches Spoiler BehaviorObjects file: FNISDefault Original Behavior File (nothing): attackExit 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 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 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_IdlleSleepDefault idleSleepStop aggroWarningStop aggroWarningStart AttackStart_RBite3 AttackStart_LBite4 AttackStart_RHeadBash AttackStart_LHeadBash deathStop deathStart GetUpStart GetUpEnd AddCharacterControllerToWorld Reanimated GetUpBegin Ragdoll AddRagdollToWorld DeathAnimation Getup RemoveCharacterControllerFromWorld IdleMandible1 IdleMandible2 DefaultState to AttackState AttackStart_LeftSide AttackStart_RightSide RagdollInstant StartAnimationDriven Behavior Template: <hkcstring>Getup</hkcstring> <hkcstring>RemoveCharacterControllerFromWorld</hkcstring> <hkcstring>IdleMandible1</hkcstring> <hkcstring>IdleMandible2</hkcstring> <hkcstring>DefaultState to AttackState</hkcstring> <hkcstring>AttackStart_LeftSide</hkcstring> <hkcstring>AttackStart_RightSide</hkcstring> <hkcstring>RagdollInstant</hkcstring> <hkcstring>StartAnimationDriven</hkcstring> <!-- FNIS Begin --> <hkcstring>FNISDefault</hkcstring> <!-- FNIS End --> </hkparam> <hkparam name="attributeNames" numelements="0"></hkparam> <hkparam name="variableNames" numelements="79"> chicken - matches Spoiler BehaviorObjects file: ReturnDefaultState Original Behavior File: attackExit bleedOutStop blockAnticipateStop blockHitStop blockStop FootLeft FootRight FootScuffLeft FootScuffRight HitFrame KillingBlow moveStart moveStop PairEnd preHitFrame recoilLargeStart recoilStart recoilStop reverseDirection SprintStart SprintStop staggerStart staggerStop turnLeft turnRight turnStop weaponDraw weaponSheathe Main_Idle_to_LocomotionState combatStanceStart unequip TurnEnd swimStop NPC_TurnLeft180 NPC_TurnLeft90 NPC_TurnRight180 NPC_TurnRight90 moveForward moveBackward SyncF_Left SyncB_Right 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 spitStanceStop magicDraw magicSheathe SoundPlay.NPCChickenPeck SoundPlay.NPCChickenScratch BleedoutTransitionStop TurnStart TrapExitEnd idleLeanExitStart idleLeanEnterInstant idleLeanExitEnd BeginCastLeft idleChairGetUp 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 PickNewSit_Idle idleStop idle_head 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 00NextClip RagdollInstant Behavior Template: <hkcstring>cannedTurnMove</hkcstring> <hkcstring>cannedTurnStop</hkcstring> <hkcstring>ReturnDefaultState</hkcstring> <hkcstring>00NextClip</hkcstring> <hkcstring>RagdollInstant</hkcstring> </hkparam> <hkparam nam dwarvenspider - matches Spoiler BehaviorObjects file: FNISDefault Original Behavior File (nothing): attackExit attackRelease 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_ComboHigh attackStart_ComboLow attackStop TurnEnd swimStop NPC_TurnLeft180 NPC_TurnLeft90 NPC_TurnRight180 NPC_TurnRight90 moveForward moveBackward SyncLeft SyncRight 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_RightStab AttackStart_Spin AttackStart_LeftStab EquipStart EquipStop SpitStop MLH_SpellRelease_event spitStanceStart spitStanceStop magicDraw magicSheathe SoundPlay.NPCSpiderFrostbiteAttackA SoundPlay.NPCSpiderFrostbiteAttackB BleedoutTransitionStop TurnStart AttackStartLungeBite TrapExitEnd idleVerticalExitStart idleV_portEnterInstant PortExitEnd BeginCastLeft idleBedGetUp SoundPlay.NPCSpiderFrostbiteAttackBite release MLh_SpellFire_Event Event00 bleedOutIntroOut interruptCast idleHorizontalExitStart MLh_SpellReady_event MLh_SpellAimState SoundPlay ReturnToDefault NextClip CyclicFreeze CyclicCrossBlend clipEnd PickSpecialIdle idleH_portEnterInstant Event01 idleStop idleSearch idlePickAtGround idlePickAtWall staggerForwardStart PickNewIdle IdleStallStart StartAnimationDriven AttackStart_LeftState AttackStart_RightState DeathAnimation Ragdoll AddRagdollToWorld RagdollInstant GetUpStart Event06 AddCharacterControllerToWorld Event11 Reanimated Getup RemoveCharacterControllerFromWorld GetUpEnd GetUpBegin Behavior Template: <hkcstring>RemoveCharacterControllerFromWorld</hkcstring> <hkcstring>GetUpEnd</hkcstring> <hkcstring>GetUpBegin</hkcstring> <!-- FNIS Begin --> <hkcstring>FNISDefault</hkcstring> <!-- FNIS End --> </hkparam> <hkparam name="attributeNames" numelements="0"></hkparam> frostbitespider - does not match Spoiler BehaviorObjects file: returnToDefault Original Behavior File: 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 Behavior Template: <hkcstring>MLh_SpellReady_event</hkcstring> <hkcstring>MLh_SpellAimState</hkcstring> <hkcstring>SoundPlay</hkcstring> <hkcstring>ReturnToDefault</hkcstring> <hkcstring>FallStart</hkcstring> <hkcstring>CyclicFreeze</hkcstring> <hkcstring>CyclicCrossBlend</hkcstring> hare - matches Spoiler BehaviorObjects file: ReturnDefaultState Original Behavior File: 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 Behavior Template: <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> mudcrab - does not match Spoiler BehaviorObjects file: returnToDefault Original Behavior File: attackExit AttackWinStart 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 AttackStart_RightChop AttackStart_ComboChop AttackStart_LeftChop EquipStart EquipStop SpitStop spitStanceStart spitStanceStop magicDraw magicSheathe SoundPlay.NPCMudcrabAttack BleedoutTransitionStop TurnStart AttackStartLungeBite TrapExitEnd idleLeanExitStart idleLeanEnterInstant idleLeanExitEnd BeginCastLeft idleChairGetUp release ReturnToMainIlde bleedOutIntroOut IdleLeanexitStart_Large SoundPlay ReturnToDefault NextClip CyclicFreeze CyclicCrossBlend FootBack FootFront SyncLeft SyncRight clipEnd PickNewIdle PickNewMandible_Idle idleStop idle_Mandible TauntStop PickNewTaunt staggerForwardStart PickFeedingIdle IdleSleepStart to_IdlleSleepDefault idleSleepStop aggroWarningStop aggroWarningStart deathStop deathStart IdleLookLeftStart IdleLookRightStart GetUpEnd DeathAnimation Ragdoll AddRagdollToWorld GetUpStart GetUpBegin AddCharacterControllerToWorld Reanimated Getup RemoveCharacterControllerFromWorld SoundPlay.NPCMudcrabDigIn SoundPlay.NPCMudcrabDigOut AttackStart_RSide AttackStart_LSide AttackState to RecoilState RagdollInstant Event00 Event01 Event02 StartAllowRotation combatStanceStop Behavior Template: <hkcstring>ReturnToMainIlde</hkcstring> <hkcstring>bleedOutIntroOut</hkcstring> <hkcstring>IdleLeanexitStart_Large</hkcstring> <hkcstring>SoundPlay</hkcstring> <hkcstring>ReturnToDefault</hkcstring> <hkcstring>NextClip</hkcstring> <hkcstring>CyclicFreeze</hkcstring> <hkcstring>CyclicCrossBlend</hkcstring> <hkcstring>FootBack</hkcstring> slaughterfish - matches Spoiler BehaviorObjects file: ReturnDefaultState Original Behavior File: LocomotionState_to_Main_Idle moveStop Main_Idle_to_LocomotionState moveStart LocomotionState_to_Main_Idle00 Swim_Right_to_Swim_Left Swim_Left_to_Swim_Right Swim_Right_to_MainIdle turnStop MainIdle_to_Swim_Right SwimRight Swim_Left_to_MainIdle MainIdle_to_Swim_Left SwimLeft Main_Idle_to_LocomotionState00 attackStop AttackState_to_DefaultState AttackStart_LCross AttackStart_LSlash AttackStart_RCorss AttackStart_RUppercut preHitFrame HitFrame AttackLCross._to_Recoil_Left.HKX recoilStart AttackLSlash_to_Recoil_Left.HKX to_AttackState recoilStop to_StaggerState staggerStart staggerStop StaggerState_to_DefaultState AttackRCross_to_RecoilRight AttackRUppercut_to_RecoilRight Bleedout_Idle.HKX_to_Bleedout_SwimForward.HKX Bleedout_SwimForward.HKX_to_Bleedout_Idle.HKX Swim_Left180.HKX_to_Swim_Right180.HKX Swim_Right180.HKX_to_Swim_Left180.HKX Bleedout_Idle.HKX_to_Swim_Left180.HKX turnStart Swim_Left180.HKX_to_Bleedout_Idle.HKX Swim_Right180.HKX_to_Bleedout_Idle.HKX Bleedout_Idle.HKX_to_Swim_Right180.HKX to_BleedoutState bleedoutStart BleedoutState_to_DefaultState bleedoutStop weaponSwing DeathAnimation Ragdoll AddRagdollToWorld GetUpStart GetUpBegin GetUpEnd AddCharacterControllerToWorld Reanimated Getup RemoveCharacterControllerFromWorld AnimateToRagdoll_to_RootState Fully Ragdoll_to_RootState GetUpFromRagdoll_to_RootState cannedTurnStop Main Idle_to_CannedTurnState cannedTurnLeft180 cannedTurnLeft90 Main Idle_to_CannedTurnState00 cannedTurnRight180 Main Idle_to_CannedTurnState01 cannedTurnRight90 CannedTurnState_to_Main Idle CannedTurnState_to_Main Idle00 cannedTurnMove CannedTurnState_to_LocomotionState CannedTurnState_to_LocomotionState00 idleTrapEnterInstantStart TrapExitStart IdleStop TrapWarningEnd idleChairGetUp TrapExitEnd Trap_to_CombatIdle.HKX CombatSwimIdleState_to_NonCombatSwimIdleState combatSwimStop NonCombatSwimIdleState_to_CombatSwimIdleState combatSwimStart weaponSheathe weaponDraw aggroWarningStop deathStart deathStop ReturnToDefault NextClip AttackState_to_RecoilState AttackState_to_RecoilState00 AttackState_to_RecoilState01 AttackState_to_RecoilState02 AttackState_to_RecoilState03 to Fully Ragdoll RagdollInstant ReturnDefaultState SoundPlay.NPCSlaughterfishLocomotion SoundPlay.NPCSlaughterfishAttack SoundPlay.NPCSlaughterfishMainIdle SoundPlay.NPCSlaughterfishCombatIdle SoundPlay.NPCSlaughterfishDeath Behavior Template: <hkcstring>AttackState_to_RecoilState03</hkcstring> <hkcstring>to Fully Ragdoll</hkcstring> <hkcstring>RagdollInstant</hkcstring> <hkcstring>ReturnDefaultState</hkcstring> <hkcstring>SoundPlay.NPCSlaughterfishLocomotion</hkcstring> <hkcstring>SoundPlay.NPCSlaughterfishAttack</hkcstring> <hkcstring>SoundPlay.NPCSlaughterfishMainIdle</hkcstring> <hkcstring>SoundPlay.NPCSlaughterfishCombatIdle</hkcstring> <hkcstring>SoundPlay.NPCSlaughterfishDeath</hkcstring> </hkparam>
MadMansGun Posted October 28, 2018 Posted October 28, 2018 3 hours ago, PaulGreen said: skeleton-Edit.nif skeleton-Edit-out.hkx the files are making it T-pose on me.
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 29 minutes ago, MadMansGun said: the files are making it T-pose on me. I think they are LE. If you're in SSE, will need to convert. Edit: Here is SSE: skeleton-Edit-out-SSE.hkx skeleton-Edit-SSE.nif
MadMansGun Posted October 28, 2018 Posted October 28, 2018 13 minutes ago, PaulGreen said: I think they are LE. If you're in SSE, will need to convert. Edit: Here is SSE: skeleton-Edit-out-SSE.hkx skeleton-Edit-SSE.nif no i'm in LE, i can't even run SE.
PaulGreen Posted October 28, 2018 Author Posted October 28, 2018 20 minutes ago, MadMansGun said: no i'm in LE, i can't even run SE. Oh... Skeleton-Edit-out.hkx was the xml version.. I dunno WTF that happened. T-T skeleton-Edit-out.hkx
fore Posted October 28, 2018 Posted October 28, 2018 4 hours ago, PaulGreen said: Besides the mudcrab and frostbitespiders, what is the capitalization difference you see in the other lines? I went through the lines in that files and case-sensitive-grep'd the event name string in the templates to see that they match up.. did I mess that up? For those two, I believe it works, and I also believe MadMansGun has confirmed. Should this change not be the actual solution and I'm wrong about the capitalization, the change should then not have any effect anyway, so at least wouldn't break anything. 2 hours ago, MadMansGun said: yes that's what i did in one of my experiments, and i think the animation billyy is working may be doing that as well. it has 100% worked for the frostbytespider, slaughterfish, chicken and hare (editing both the "BehavioredObjects" and the creature's "behavior_TEMPLATE" files, + deleting all the behavior.hkx files and regenerating them.) but i never had problems with the chaurus or dwarvenspider, so i'm not sure about editing them...i guess i could try? i will test that out when i can. Sorry, sorry. I made the wrong conclusion here. The problem is I did all this more that 5 years ago, and I often forget what I did last week. So what do you expect? ? So indeed, the only problems I can see because of caps is mudcrab and frostbitespiders. All other creatures are as intended. Which doesn't mean that there are issues. The problem with the creature pack I had was that I couldn't afford to implement all creatures individually. I needed the same simple scheme for all of them. Now the implementation of of behaviors with havok's GUI tools has similar characteristics as normal programming languages. It depends on what the actual programmer is doing. Same here. Most creatures had this uniform exit event "returnToDefault", even though some are miscapped. But for others I had to find different solutions. For a couple it "looked like" that this "forceFurnExit" could do the same job. And for two of them I added an additional transition, activated by the FNISDefault event. I did all that to the best of my knowledge, and did some rudimentary tests (with the FNIS Zoo mod). But given those more than 50 creatures I didn't do an extensive testing as you apparently have done. My problem now is that I'm totally out of all that, and that I don't have any intentions to pick it up again. Therefore there will be no behavior changes any more from my side. Please understand. But if anyone is willing to step up and make improvement I would be very happy. And I have no problem if someone makes new releases of the creature pack.
MadMansGun Posted October 28, 2018 Posted October 28, 2018 41 minutes ago, PaulGreen said: skeleton-Edit-out.hkx now it's working, and so are custom animations...sort of, i don't think i got my node list right for exporting yet because i got some spaghettification. BUT IT MOVED!!!! YYEEEEEAAAAAAAAAAAAAAAAAAAYYYYYYYYYY!!!!!! 41 minutes ago, PaulGreen said: I dunno WTF that happened. T-T just your usual 1 or 2 fuck ups before you epically fix something that has been bugging us all for years ? 28 minutes ago, fore said: But if anyone is willing to step up and make improvement I would be very happy. And I have no problem if someone makes new releases of the creature pack.
MadMansGun Posted October 29, 2018 Posted October 29, 2018 3 hours ago, PaulGreen said: . i got my node list sorted out but: what should be this: Spoiler is this: Spoiler the problem is this: Spoiler it looks like the IW Seg## nodes get set to maximum stretch when the animation starts. and i think we need a "IWA Seg00" node before the IW Seg01 node because i can't move the first neck bit with IWA Seg01 here's my test animation (use matchmaker on the icewraith only) icewraith test animation.7z
PaulGreen Posted October 29, 2018 Author Posted October 29, 2018 3 hours ago, fore said: In the end, it worked out pretty well. I think you did a great setup in this. If the only problems end up being these simple things, that's a tiny mistake amongst a great deal of work. I think the only problem is the capitalization, and some weird problem with mudcrabs (like, who cares about mudcrabs anyway !). I tried for awhile to find problem with crabs, but I think I'm giving up. Thanks for taking the time to look into it. If I provide the file with just the couple fixes, would you want to post that as an update to FNIS' download pages, or should we just distribute that between ourselves?
PaulGreen Posted October 29, 2018 Author Posted October 29, 2018 53 minutes ago, MadMansGun said: I'll look again soon. adding another bone should be easy. I'm giving up on mudcrabs.. I think it is a more complicated problem that will take some work. I'm pretty sure it will end up that the behavior graph for them is causing the problem. From what I have learned about havok, it looks like the even that resets the graph, "ReturnToDefault", event id "87", also ends up being a trigger event for a collection of other state transitions that end up leaving the crab in combat idle mode when it's called. I tried creating a new event and changing up all the files and templates to use it, it "works" in the sense that crabs still behave fine, but also doesn't solve the animation problem. I suspect that there is something about the behavior that is repeatedly putting the crab in a combat state, or calling other idles, via the event-driven or timed transitions. I tried looking through the CK for other things, too. The mudcrab is unusual in having it's own AI package. I tried just removing that and seeing what happened, or leaving it but removing all the trigger states. I hope it isn't just something very simple being missed, but I give up now T-T
MadMansGun Posted October 29, 2018 Posted October 29, 2018 41 minutes ago, PaulGreen said: In the end, it worked out pretty well. I think you did a great setup in this. If the only problems end up being these simple things, that's a tiny mistake amongst a great deal of work. I think the only problem is the capitalization, and some weird problem with mudcrabs (like, who cares about mudcrabs anyway !). I tried for awhile to find problem with crabs, but I think I'm giving up. Thanks for taking the time to look into it. If I provide the file with just the couple fixes, would you want to post that as an update to FNIS' download pages, or should we just distribute that between ourselves? i'm just wondering if it should be included with MNC, people just keep forgetting to grab the bloody thing when they download FNIS ? (but it would make a lot more sense if it was just included inside the main FNIS download) edit: don't worry about the crabs, they would have been a bitch to animate anyways, none of them are the same size: Mudcrab Race base height 0.75 BYOHHouseTameMudcrab Actor height 1.0 = 0.75 in game height BYOHRelationshipAdoptionCritter_Mudcrab Actor height 1.0 = 0.75 in game height DLC2dunNorthshoreLandingCrabBoss Actor height 2.0 = 1.5 in game height DLC2EncMudcrabSolstheim Actor height 1.0 = 0.75 in game height dunHunterMudcrab Actor height 3.3 = 2.475 in game height dunTransmogrifyMudcrab Actor height1.0 = 0.75 in game height EncMudcrabGiant Actor height 2.0 = 1.5 in game height EncMudcrabLarge Actor height 1.5 = 1.125 in game height EncMudcrabMedium Actor height 1.0 = 0.75 in game height edit 2: and maybe look at billyy's wisp mother........how many nodes can you add??......they need legs.
PaulGreen Posted October 29, 2018 Author Posted October 29, 2018 2 hours ago, MadMansGun said: I see one thing with the animation, the new IWA segments are at position 0,0,0 and rotation 0,0,0,1 (no rotation nor translation) relative to the IW bones in the reference pose. This is NOT like the reference pose positions of the IW bones. Both othe IW bones and the new IWA bones on the segments are at 0,0,0,1 rotation (none) so rotation data intended for IW bones will still look fine on the IWA bones, however the location data needs to be changed. Basically, the IW bones probably had an X translation other than 0.0, whereas the IWA bones should have a translation of 0,0,0 in the reference pose. The IWA What I see now is that the IWA data still has the X translation number, so the wraith stretches out 2x in length when the animation is played, as the IWA bones are moved outward by the same X translation of the IW bones. I think this is why the animation seems odd, or why a few sections seem to not animate I sort of set this up a little confusing, too. Maybe I should do it again. Each IWA node sits on the location of the PARENT of the corresponding IW node. So the IWA Seg01 node is actually sitting on the head, the IWA Seg02 node is sitting on IW Seg01, and so forth. This was to animate the section starting at the neck and moving back to the tail. Maybe it should be like you say and have IA Seg00 sitting on the head and then go from there. This won't change when I mentioned above. The IWA nodes still need to have the X translation removed from the reference pose.
MadMansGun Posted October 29, 2018 Posted October 29, 2018 26 minutes ago, PaulGreen said: I see one thing with the animation, the new IWA segments are at position 0,0,0 and rotation 0,0,0,1 (no rotation nor translation) relative to the IW bones in the reference pose. This is NOT like the reference pose positions of the IW bones. Both othe IW bones and the new IWA bones on the segments are at 0,0,0,1 rotation (none) so rotation data intended for IW bones will still look fine on the IWA bones, however the location data needs to be changed. Basically, the IW bones probably had an X translation other than 0.0, whereas the IWA bones should have a translation of 0,0,0 in the reference pose. What I see now is that the IWA data still has the X translation number, so the wraith stretches out 2x in length when the animation is played, as the IWA bones are moved outward by the same X translation of the IW bones. ....you've lost me, did you forget to hit transform/apply in nif scope or something?
PaulGreen Posted October 29, 2018 Author Posted October 29, 2018 1 hour ago, MadMansGun said: ....you've lost me, did you forget to hit transform/apply in nif scope or something? HEre is a poor quality video, but I think it is good enough to see. Watch the length of the wraith as the animtion starts, and see how it extends. Basically, the animation is pushing all the nodes out by 2x. The IWA nodes should all have an X,Y,Z translation of 0,0,0 in the animation frames or else it will cause this. Spoiler . IW-LQ.mp4 .
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