Search found 27 matches
- 03 Jun 2013, 18:46
- Forum: Feature Requests and Suggestions
- Topic: First letter spell selection for magic menu
- Replies: 7
- Views: 5225
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 ...
- 03 Jun 2013, 18:39
- Forum: Feature Requests and Suggestions
- Topic: Animation Modding Approach
- Replies: 3
- Views: 3972
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...
- 13 May 2013, 19:24
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10176
Re: Animation layering
Congrats! Looks good!Chris wrote:Have a treat.
- 07 May 2013, 23:13
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10176
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...
- 06 May 2013, 17:34
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10176
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 ...
- 03 May 2013, 21:32
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10176
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 ...
- 07 Feb 2013, 00:23
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95278
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 ...
- 06 Feb 2013, 00:05
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95278
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...
- 05 Feb 2013, 23:22
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95278
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...
- 05 Feb 2013, 15:38
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95278
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...