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Re: Weapon sheathing

Posted: 09 Oct 2018, 16:57
by NullCascade
psi29a wrote: 09 Oct 2018, 16:18Which took inspiration from the PR made by akortunov here: https://github.com/OpenMW/openmw/pull/1615 in February but labeled for post-1.0 inclusion. But it looks like it might get relabeled pre-1.0 and be MWSE compatible. ;)
This has been a mod that Greatness7 has wanted to make for years. It is not inspired by akortunov's fork, though he has worked with akortunov to help support OpenMW's version.

Re: Weapon sheathing

Posted: 09 Oct 2018, 17:23
by psi29a
Thanks for the correction! Sorry G7, glad to see that there things can still be collaborated on. :)

Weapons for Beasts?

Posted: 31 Oct 2018, 11:33
by Amenophis
Only now that we are so near to have this feature mainlined, I finally realized that there are no pics with Beast Races.

Is that? Any chance of sheathed weapons for Beasts on a near future?

Re: Weapon sheathing

Posted: 31 Oct 2018, 11:34
by lysol
I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?

Re: Weapon sheathing

Posted: 31 Oct 2018, 11:49
by akortunov
lysol wrote: 31 Oct 2018, 11:34 I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?
1. Beast races and bipedal creatures use the xbase_anim_sh.nif too - we do not replace the whole skeleton, just inject some bones to existing one.
2. It seems the direct mentioning (by @ sign) does not work here.

Re: Weapon sheathing

Posted: 31 Oct 2018, 12:02
by akortunov
Example of screenshot:
Image

Unfortunately, there is a clipping with tail for large two-handed weapons (two-handed swords, spears, staffs) when idle.
Probably someone will need to modify idle animations for beast races.

Re: Weapon sheathing

Posted: 31 Oct 2018, 12:33
by lysol
akortunov wrote: 31 Oct 2018, 11:49 2. It seems the direct mentioning (by @ sign) does not work here.
Yes, I know this actually. I just put the @-sign there to make it clear that I'm asking you and not just talking about you. Maybe a bit pointless, but whatever.

Re: Weapon sheathing

Posted: 31 Oct 2018, 13:27
by AnyOldName3
It's accepted punctuation on other forums where it doesn't send an alert, so that's how I read it.

Re: Weapon sheathing

Posted: 01 Nov 2018, 00:47
by Amenophis
Spoiler: Show
Thank you. This is good news. Congratulations.

Re: Weapon sheathing

Posted: 18 Nov 2018, 11:47
by akortunov
Finally I managed to get a working prototype of shields sheathing: https://github.com/akortunov/openmw/tre ... red_shield
A code is a mess yet - it needs a refectoring.
Shield equipping animations are supported too.
As for hold pseudo-shields from mods, for now this branch supports two possible ways to handle them:
1. Declare an _sh-model without "Bip01 Sheath" node.
2. Set a bodypart type to Clothing instead of Armor for such pseudo-shield.
But both approaches require to patch mod anyway.