Page 1 of 1

Understanding per-group animation support

Posted: 15 Apr 2019, 02:02
by 1Mac
Let me see if I've got this straight. Vanilla Morrowind animation files are like a package of animations that aren't easily separated. Liztail made a tool called Animation Kit that lets modders compile separate animations into a single animation file that vanilla players can use. But Akortonov wrote code that's been merged into v.45 that can use separate animation files without merging. Meaning that OpenMW modders can mix and match animations from different mods without the hassle of using Liztail's third-party tool.

Do I have this right? Is there anything I'm missing?

Re: Understanding per-group animation support

Posted: 15 Apr 2019, 02:15
by Amenophis
Yes. Exactly this.

Re: Understanding per-group animation support

Posted: 15 Apr 2019, 03:05
by 1Mac
Cool. So what animation mods do you recommend, (besides yours, of course).

Re: Understanding per-group animation support

Posted: 18 Apr 2019, 17:20
by silentthief
I am just throwing my 2 cents in here. I would recommend anything from Arcimaestro Antares for this request
1Mac wrote: 15 Apr 2019, 03:05 Cool. So what animation mods do you recommend, (besides yours, of course).
examples include these:

https://www.youtube.com/watch?v=lTem8ejlfi0
https://www.youtube.com/watch?v=_6DRN4Qfjuk
https://www.youtube.com/watch?v=-HW7Yd87mAY
https://www.youtube.com/watch?v=N0twn8RVnbg
https://www.youtube.com/watch?v=l2PO2yFxEMY

but my favorite is this idea:
https://www.youtube.com/watch?v=Hivq7AseBI0

ST

Re: Understanding per-group animation support

Posted: 20 Apr 2019, 16:46
by 1Mac
Here's a possibility this feature seems to open up. One could use Animation Compilation as a base animation fix, then use the optional extracted kf files from Jammings Off as a patch to reduce collision issues with NPCs. In Vanilla this would involve messing with Animation Kit, but for OpenMW I'm guessing it's just a matter of putting the kf files in the proper folders. Am I right, and what would that entail if so?

Re: Understanding per-group animation support

Posted: 21 Apr 2019, 08:20
by akortunov
Keep in mind that unpacked animations from AnimKit have a slightly different format from what the game itself uses, so unpacked animations from AnimKit are not always work out of box (especially walking animations).

Re: Understanding per-group animation support

Posted: 22 Apr 2019, 08:11
by Pop000100
akortunov mind documenting what need to be done to convert a AnimKit animation to OpenMW?

Re: Understanding per-group animation support

Posted: 22 Apr 2019, 08:59
by akortunov
Pop000100 wrote: 22 Apr 2019, 08:11 akortunov mind documenting what need to be done to convert a AnimKit animation to OpenMW?
I have no idea how to convert it. I am not a modeller.

Re: Understanding per-group animation support

Posted: 22 Apr 2019, 15:16
by sjek
https://github.com/OpenMW/openmw/pull/1 ... -392493996 Respective pull reguest
http://mw.modhistory.com/download-95-6027 Liztails animkit
Split big multi-animation KF files into smaller single animation ones.
Love the jump animation from a total animation replacer, but don't want to use anything else from it? You can use split to take that big KF file they sent out and slice it up into one per animation like the way Oblivion's KF files are set up. Now just look for the KF file called "jump" and put it into a new animation mod folder.
I think both are kinda valuable and in theory works the same way.
Inspecting http://mw.modhistory.com/download-10-14199 (almalexia for humanoids) in nifskope
has same structure in kf's as amenophis so it' might work as drop in.

Every textkey event can handle only one modification at a time.
--------------------------------
In meshes folder there is.

xbase_anim.1st.kf
xbase_anim.kf

xbase_anim_female.1st.kf
xbase_anim_female.kf

xbase_animkna.1st.kf .. is for beast races.

how custom animations for individual creatures is handled in general.. ?

Re: Understanding per-group animation support

Posted: 22 Apr 2019, 15:54
by Amenophis
sjek wrote: 22 Apr 2019, 15:16 how custom animations for individual creatures is handled in general.. ?
OpenMW can change the animations of creatures that share the beasts or human animations.
I've made this replacer where I changed the hand to hand animation of the skeletons from human to the Beast ones. Look how I organized the folder structure.
It works but I'm unhappy with the results mostly because I haven't discovered the correct position of the key times in Blender.

I've added a omwaddon with a custom disarmed skeleton creature to speed tests. It's NOT required. Just load your save and the mod and type: PlaceAtPc skeleton_HtH 1 10 1
https://mega.nz/#!sRVlkSjI!gRsrCqO1D33w ... XM55fqg3hM