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Need help with paired animations.


bruce142

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Posted

Since no one was taking me up on my request to make face fart animations (to be used purely as a joke mod, not a fetish of mine), I gave it a try myself. Using mastercchris's (ZaZ) Paired Animations Rigs, I made the following animation (it's my first time animating so it's fairly basic) in 3DS Max 2010 and exported it with Havok PCX Content Tools 2010.2 (3DS Max Plugin) using his Export filters in his settings file PairedXport.HKO. I made a FNIS_<modname>_List.txt and fired up GenerateFNISforModders.exe followed by GenerateFNISforUsers.exe, I followed the FNIS for Modders Documentation 5.1 provided by fore. I started up CK and after some hassle I managed to import the animation into CK and made following script (to be used in conjunction as a test lesser power, pa_FaceFarting is already defined):

Scriptname TestScript extends activemagiceffect  

Event OnEffectStart(Actor akTarget, Actor akCaster)
  akTarget.PlayIdleWithTarget(pa_FaceFarting, akCaster)
endEvent

Idle Property pa_FaceFarting Auto 

When I test this ingame only the target plays his/her animation, not the caster. What could have gone wrong? Also, is there a way to add a sound to a specific keyframe of an animation? I'm using the latest FNIS (5.3 + 5.3 Fix1) and to my understanding paired animations were supported from FNIS 5.0 onward.

TEST.7z

Posted

Why won't anyone help me? No one even downloaded the attachment : The TEST.7z is just a 7zip archive with the TEST.max 3ds max project file which contains my animation. I would like to see some responds from the LoversLab community. Do I need to upload the compiled animation (hkx) + FNIS_TEST_list.txt as well?

 

As I said the face farting animation will be used as a joke mod (lot like the fart feature in Fable III, just for laughs and giggles). My original plan was to make Heimskr "embrace the power of tacos" (gamerpoop reference) but now I want to spread the taco love all over Tamriel.

Posted

I don't think many animators are actually working with paired animations. I for one don't even understand the concept...what is the advantage to a normal animation, that is simply created with 2 skeletons in one scene? Do they align better ingame? 

Posted

Since your animation works fine in Skyrim(even for only 1 actor), your animation file is definitely ok. I bet there's something wrong in your FNIS_<modname>_List.txt. Could you copy and paste the specific line of your paired animation here?

Posted

Contact Fore or try the FNIS thread, I cant help you much cause I test using FNIS Spells and modified the FnisSpells_List.txt and I suck at scripts.

Its not good if you want to make it a spell , cause it has a dummy actor for the paired animations.

 

Look at one of the hug mods or how the vampire bite works , I'm sure you can make a spell of it just need to find an example 

 

Cheers and good luck

 

 

Posted

I asked fore on his FNIS thread on Skyrim Nexus (does he have a LoversLab account?). Also I want to confirm that it works using the FNIS Spells (both Player and Target play their appropriate animations). So if I can figure this out how to correctly incorporate my paired animation into Skyrim without using FNIS Spells, this could be applied as well on other paired animations as well.

 

Now for the sound in an animation : I've read that you need to convert the hkx to xml using hkxcmd and add a line in the xml, but since hkxcmd doesn't work with paired animations I need to have an alternative method to achieve this (Can you do this with 3DSMax as well?)

Posted

I think you may have to use Annotations for sound its explained in xp32 and Aeons tutorial , but you can try this .

 

What I use to make the punching sound for the one of the Kill animation 

 

 

km -ac,o,D7.15,Tnpcsoundplay.npckillchop/2.40,T2_killactor/6.70 FNISSPpa3 paired_FNISSPpa3.hkx ZaZKMSRKFistFire
Chop sound is played  at 2.40 seconds the actor dies at 6.70 seconds, Its all explained in the FNIS modders documentation 
The chop sound seems to be in skyrim sound in the ck I think there are various sounds by default , stab , foot etc , need to probably add your own custom sound and try by this method 
 
Fore is on LL as well 
 
Cheers
Posted

I had a look at your File , avoid rotating the Root Bone use the Com bone instead , rotating the ROOT bone usually rotates the CAM as well so it can get awkward

 

Tried it with FNIS Spells  and it works and used some default in game sounds they play as they do had to animate the cam a little to get some more view but just basic like a Fire Breath for the fart to check if it plays and drowning sound for human I suppose 

km -ac,D4.0,Tnpcsoundplay.VOCShoutFXFireBreathA/1.20,Tnpcsoundplay.NPCHumanDrowning/1.40,T2_killactor/2.10,Tnpcsoundplay.NPCKillBodyfall/2.10 FNISSPpa9 paired_FNISSPpa9.hkx

the above line has to replace this line

pa -D5.0000 FNISSPpa9 paired_FNISSPpa9.hkx

 

paired_FNISSPpa9.rar

 

You can  try it yourself if you add the above line into the FNIS_FNISSpells_List.txt 

and drop the hkx into the right folder

Both are in the 

Skyrim\Data\meshes\actors\character\animations\FNISSpells

 

 

 

 

 

Probably needs to be animated some more though :s so she falls the other way or delay the time in dying 

cheers

Posted

I had a look at your File , avoid rotating the Root Bone use the Com bone instead , rotating the ROOT bone usually rotates the CAM as well so it can get awkward

 

Tried it with FNIS Spells  and it works and used some default in game sounds they play as they do had to animate the cam a little to get some more view but just basic like a Fire Breath for the fart to check if it plays and drowning sound for human I suppose 

km -ac,D4.0,Tnpcsoundplay.VOCShoutFXFireBreathA/1.20,Tnpcsoundplay.NPCHumanDrowning/1.40,T2_killactor/2.10,Tnpcsoundplay.NPCKillBodyfall/2.10 FNISSPpa9 paired_FNISSPpa9.hkx

attachicon.gifpaired_FNISSPpa9.rar

 

 

 

You can  try it yourself if you add the above line into the FNIS_FNISSpells_List.txt 

and drop the hkx into the right folder

Both are in the 

Skyrim\Data\meshes\actors\character\animations\FNISSpells

 

 

 

Probably needs to be animated some more though :s so she falls the other way or delay the time in dying 

cheers

 

LOL, I think that one is silent but deadly (not my idea to make it lethal, but still nice you got it running). I think I've fixed the animation ingame without FNIS Spells with help of fore, turns out you may NOT use the prefix pa_(FaceFart) in the FNIS List, changed it to FaceFart, reran GenerateFNISforUsers.exe and now it works without FNIS Spells.

Posted

I still need some help with integrating the audio in the animation, I've already tried the following :

 

pa -ac,D4.0,TSoundPlay.NPCHumanBlacksmithHammer/1.833333 FaceFart facefart.hkx in the FNIS_List and pa -ac,D4.0,TNPCSoundPlay.NPCHumanBlacksmithHammer/1.833333 FaceFart facefart.hkx, NPCHumanBlacksmithHammer is just a test provided by fore (the sound itself is still vanilla/original/untouched). Sound still doesn't play ingame.

 

Adding a annotation to NPC_Root with a text PlaySound:NPCHumanBlacksmithHammer at keyframe 60. Still the sound will not play ingame.

 

 

2dke7ph.png

 

Posted

I have to confess that soundplay (and maybe other triggers as well?) do not work in pa and km. I can't see something wrong in the FNIS generated behavior (0_master.hkx), so I have to assume that this doesn't work generally for pa and km in the engine

 

I had tested them by replicating existing killmoves. But you cannot look into the annotations (neither hkx nor xml), and I had seen that all triggers are set in the standard behaviors. So I thought when I heard the soundplay in a replicated, this was cause by the FNIS behavior. But apparently that was wrong. I now replaced the soundplay.npckillchop by SoundPlay.NPCHumanBlacksmithHammer, but I still heard the npckillchop.

 

So the only explanation I have is that those soundplays are caused by animation annotations. Which is really unfortunate.

 

But then you should also be able to set appropriate annotations. And the good news here is that I probably know what you have done wrong. It's more than 3 years ago that I made my BBB walking animations with working soundplay. 2 Things:

  1. It doesn't work when you use the already existing note under NPC Root. You have to create a new notes "whatever" under the NPC Root Transform and enter your annotation there
  2. Where did you see that the annotation is "Playsound:<sound>"? In one of my old max files I found the annotation "Soundplay.<sound>". Just like the trigger.

I hope that helps despite the base problem.

Posted

I've found it ("PlaySound:<sound>) here : http://forums.nexusmods.com/index.php?/topic/593117-fores-new-idles-in-skyrim-fnis/?p=8482367. I shall try your suggestions and report back to you.

 

Edit : still not working, deleted the old note track, added a new note track under transform and added Soundplay.NPCHumanBlacksmithHammer as annotation, compiled and replaced old animation, reran both GenerateFNISforModders & GenerateFNISforUsers, tested in-game and still no sound.

 

Do I need to add a new note track under transform (like I just did now) or add an annotation to the existing one? I shall try PlaySound:<sound> (can't hurt to try)

 

 

b7e1cm.png

 

 

Edit 2 : the PlaySound:<sound> annotation in a note track under transform doesn't work.

Posted

I don't think you can have 2 note tracks. In my max example I had merged Footleft/right and soundplay.

Posted

One note track doesn't make a difference (used Soundplay.NPCHumanBlacksmithHammer again), reran GenerateFNISforUsers after compile, still doesn't play a sound. Does it makes a difference if it's Soundplay (small p) or SoundPlay (capital P)?

 

Edit : tested it and it does not matter if Soundplay is written with a capital P or a small p.

 

Edit 2 : Can you send me or redirect me to your example?

Posted

One note track doesn't make a difference (used Soundplay.NPCHumanBlacksmithHammer again), reran GenerateFNISforUsers after compile, still doesn't play a sound. Does it makes a difference if it's Soundplay (small p) or SoundPlay (capital P)?

 

Edit : tested it and it does not matter if Soundplay is written with a capital P or a small p.

 

Edit 2 : Can you send me or redirect me to your example?

 

WalkForward_BBBB_FootNote.7z

Posted

Errors on export (BBB Rig.txt is missing):

 

 

 


 --- Configuration: Animations --- 
     Create Skeletons Filter 
        [0xabba876f] Warning : Couldn't open file: 'D:\_SKYRIM_TEST\BBB Rig.txt' in CreateSkeleton Filter
        [0xabba89d8] Warning : No bones or float slots in this skeleton.
     Create Animations Filter 
        [0xabba88ae] Warning : No skeletons found, can't create animation. Did you put the CreateSkeleton filter before the CreateAnimation filter?
        [0xabba5233] Warning : No animations created by this filter
     Spline Compression Filter 
        [0xabba7f11] Warning : There are no animations to compress by this filter
        [0xabba7f11] Warning : Did you add the CreateAnimation filter before this SplineCompression filter?
     Prune Types Filter 
        Removing hkxEnvironment ("Environment Data")
        Removing hkxScene ("Scene Data")
        Removing Resource Data completely.
        Removing 0 skeletons.
        Removing 0 mesh attachments.
        Removing 0 track names from 0 animation(s)
        Removing 0 Transform and 0 Float  identity binding index arrays from 0 bindings(s)
        Removing 0 hkaAnimtionBinding instances associated with hkaQuantizedAnimation instances
        Removing 0 skins.
     Write to Platform Filter 
        [0xabba9833] Warning : Could not create file [D:\_SKYRIM_TEST\My_Animations\hkx_my\bbb\mt_walkforward_foot.hkx] to write to. Aborting.
    Finished in 01:00:00
[0xabba876f] Warning : Couldn't open file: 'D:\_SKYRIM_TEST\BBB Rig.txt' in CreateSkeleton Filter
[0xabba876f] Warning : Couldn't open file: 'D:\_SKYRIM_TEST\BBB Rig.txt' in CreateSkeleton Filter
 

 

 

 

Do you have a suggestion on the FNIS_List line for this animation?

Posted

[0xabba876f] Warning : Couldn't open file: 'D:\_SKYRIM_TEST\BBB Rig.txt' in CreateSkeleton Filter
[0xabba876f] Warning : Couldn'
t open file: 'D:\_SKYRIM_TEST\BBB Rig.txt' in CreateSkeleton Filter

 

 

Change the Skeleton Rig , you need to redirect the HCT in the create skeletons tab 

 

post-8713-0-03396000-1429758505_thumb.jpg

 

You cant use the paired animations rig.txt for the normal animation

 

Cheers

 

 

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