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Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 09 Jul 2018, 01:15
by Amenophis
For a long time Almalexia's Spell Animations were made available for players thanks to thugqwerty and later through Animation Compilation efforts.
But they were exclusive for human races, until now.

On May 30 2018, akortunov, from OpenMW developers, added support for per-group animation replacers on OpenMW. (Many thanks!!!!)
I went ahead, learned a bit of old Blender and finally came with this Mod.

An old wish turned into reality!

Thanks to Akortunov and all OpenMW team. Enjoy!

https://www.nexusmods.com/morrowind/mods/45853/

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 10 Jul 2018, 14:55
by silentthief
that is awesome. More work with (admittedly difficult to use NIF) animations the better.

(Now if I could only get someone to do the beast unarmed (clawing motion) for skeleton animations instead of a skeleton trying to punch when unarmed....)

ST

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 10 Jul 2018, 19:24
by Amenophis
This sounds really interesting. I'll take a look later this week.

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 06 Aug 2018, 08:51
by TheOneWhoWatches
What? base_anim files can be split now? And it was added 2+ months ago... 0_0
Can you please tell me where can I find more information on this change? Like where in CS to add it and how...

Does it mean that, say, it's possible for one of the files to contain idle animations, another one can contain walk/run/swim animations, and others can contain combat anims and etc?

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 06 Aug 2018, 09:08
by akortunov
TheOneWhoWatches wrote: 06 Aug 2018, 08:51 Does it mean that, say, it's possible for one of the files to contain idle animations, another one can contain walk/run/swim animations, and others can contain combat anims and etc?
Basically, yes.
Note: not all animations from AnimKit are compatible with this feature since AnimKit uses a slightly different format for animations.
IIRC, there is no docuentation for this feature yet (excepts of this one).

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 06 Aug 2018, 12:03
by TheOneWhoWatches
akortunov wrote: 06 Aug 2018, 09:08
TheOneWhoWatches wrote: 06 Aug 2018, 08:51 Does it mean that, say, it's possible for one of the files to contain idle animations, another one can contain walk/run/swim animations, and others can contain combat anims and etc?
Basically, yes.
Note: not all animations from AnimKit are compatible with this feature since AnimKit uses a slightly different format for animations.
IIRC, there is no docuentation for this feature yet (excepts of this one).
Oh, thank you very much!
Just what I wanted when I tried to tinker with skeleton/animations for the Nth time (very nsfw random model there)

So, basically it will be like:
meshes/delf_f.nif
meshes/xdelf_f.nif
textures/
animations/xdelf_f/RandomFileName1.kf
animations/xdelf_f/RandomFileNameToo.kf
animations/xdelf_f/AnotherRandomFileName.kf

for files?

(and "use additional anim sources = True" in "[Game Settings]" section of "settings.cfg" of course)

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 06 Aug 2018, 12:09
by akortunov
TheOneWhoWatches wrote: 06 Aug 2018, 12:03 Oh, thank you very much!
Just what I wanted when I tried to tinker with skeleton/animations for the Nth time (very nsfw random model there)

So, basically it will be like:
meshes/delf_f.nif
meshes/xdelf_f.nif
textures/
animations/xdelf_f/RandomFileName1.kf
animations/xdelf_f/RandomFileNameToo.kf
animations/xdelf_f/AnotherRandomFileName.kf

for files?
Yes, but only if your object really uses xdelf_f.nif.
If your file is supposed to work for Dark Elf females (judging by name), you are out of luck - humanoid females use xbase_anim_female.nif with xbase_anim.nif as fallback.

Re: Almalexia's Cast for Beasts (OpenMW Exclusive)

Posted: 06 Aug 2018, 12:13
by TheOneWhoWatches
akortunov wrote: 06 Aug 2018, 12:09
TheOneWhoWatches wrote: 06 Aug 2018, 12:03 Oh, thank you very much!
Just what I wanted when I tried to tinker with skeleton/animations for the Nth time (very nsfw random model there)

So, basically it will be like:
meshes/delf_f.nif
meshes/xdelf_f.nif
textures/
animations/xdelf_f/RandomFileName1.kf
animations/xdelf_f/RandomFileNameToo.kf
animations/xdelf_f/AnotherRandomFileName.kf

for files?
Yes, but only if your object really uses xdelf_f.nif.
If your file is supposed to work for Dark Elf females (judging by name), you are out of luck - humanoid females use xbase_anim_female.nif with xbase_anim.nif as fallback.
Well, yes, it was an example for something non-standard.

Thank you! =)

Edit: in the case I presented one need to delete meshes/xdelf_f.kf if additional animations should replace default ones.