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Designating positions in animations


PaulGreen

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Posted
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.

Posted
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...

Posted
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.

Posted
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.

Posted
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..

 

Posted
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

Posted
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.

Posted

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.

 

Posted
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.

 

 

Posted
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).

Posted
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;48
chaurus;actors\chaurus;characters\chaurus.hkx;behaviors\chaurusbehavior.hkx;FNISDefault;;;;7;42
chaurusflyer;actors\dlc01\chaurusflyer;characters\chaurusflyercharacter.hkx;behaviors\chaurusflyerbehavior.hkx;returnToDefault;;;;8;39
chicken;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;80
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;122
frostbitespider;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
hare;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;36
mudcrab;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;33
slaughterfish;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>

 

 

 

 

 

Posted

 

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.

Posted
41 minutes ago, PaulGreen said:

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. 

 

Posted
3 hours ago, PaulGreen said:

.

i got my node list sorted out but:
what should be this:

Spoiler

 

should be.jpg

 


is this:

Spoiler

 

what is.jpg

 


the problem is this:

Spoiler

 

the problem.jpg

 

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

 

 

Posted
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?

 

 

Posted
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

 

 

Posted
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.

Posted
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.

 

 

 

Posted
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?

Posted
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

 

.

.

 

 

 

 

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