Search found 27 matches

by LizTail
03 Jun 2013, 18:46
Forum: Feature Requests and Suggestions
Topic: First letter spell selection for magic menu
Replies: 7
Views: 3381

Re: First letter spell selection for magic menu

Perhaps an interactively filtering search box that appears when you start typing? I think skyUI has something like this. As you type more letters, spells and abilities that don't contain that combination get progressively removed, narrowing down your choices. To equip something, you could hit enter ...
by LizTail
03 Jun 2013, 18:39
Forum: Feature Requests and Suggestions
Topic: Animation Modding Approach
Replies: 3
Views: 2342

Re: Animation Modding Approach

I'd definitely like to see this as well! Edit: If you do decide to do this, let me know if there's anything I can do to help make it happen. I've been happy that my mod has spawned a few animation mods, but I think it could really take off if it was built right in and some of the problems people hav...
by LizTail
13 May 2013, 19:24
Forum: General Development
Topic: Animation layering
Replies: 15
Views: 5954

Re: Animation layering

Chris wrote:Have a treat.
Congrats! Looks good!
by LizTail
07 May 2013, 23:13
Forum: General Development
Topic: Animation layering
Replies: 15
Views: 5954

Re: Animation layering

I feel your pain! I can't think of any reason they did it this way, and you can see that they fixed the situation in later games, switching to the method that you suggested. I like the approach of having a stack of animation sources on each NPC rather than hard-coding a parent/child relationship lik...
by LizTail
06 May 2013, 17:34
Forum: General Development
Topic: Animation layering
Replies: 15
Views: 5954

Re: Animation layering

OK, I think I get where you're coming from now. First, I'm pretty sure that the basic .NIF files that have animation encoded in them are just used to let you select something in the editor. I don't think the animations in them actually affect the game, and it's really the KF files and x...nif files ...
by LizTail
03 May 2013, 21:32
Forum: General Development
Topic: Animation layering
Replies: 15
Views: 5954

Re: Animation layering

Hey Chris, Sorry, I haven't been checking here for a while, but I happened to see this today. IIRC, layers work in the content creation tool by specifying a layer root node, and everything below that node in the character's skeleton hierarchy is controlled by the layer sequence rather than the main ...
by LizTail
07 Feb 2013, 00:23
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 47907

Re: Animations 2013

I think what you're seeing is gimbal lock. In the case where you start by rotating around X by 90 degrees, you have caused the Y axis and Z axis to overlap. Reversing the order saves the problematic rotation for last, so you get the expected behavior. I'm guessing you're using quaternions to try to ...
by LizTail
06 Feb 2013, 00:05
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 47907

Re: Animations 2013

Don't the characters have a collision box that's part of their skeleton? They have a RootCollisionNode yeah, but it's not actually part of the skeleton. It doesn't move with Bip01, and it never has an animation applied to it. What it's for is apparently to specify the position and size of the colli...
by LizTail
05 Feb 2013, 23:22
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 47907

Re: Animations 2013

I think that's probably the correct way to do it. Most likely Z translation is never accumulated. In Gamebryo's later exporters, this would have been done by only moving the X and Y animation to the accumulated node, but perhaps Bethesda implemented this themselves by simply ignoring the Z componen...
by LizTail
05 Feb 2013, 15:38
Forum: General Development
Topic: Animations 2013
Replies: 260
Views: 47907

Re: Animations 2013

I think jumping and falling is actually just additional force applied to the character, completely separate from the animation accumulation (does the jump animation actually move you vertically? it doesn't seem to). Yes, I think so too. That's what I meant by being able to have an animation run tha...