[IdeaReq]Combined animation mod

Post » Fri Feb 19, 2016 7:07 am

Hello,


some time ago, I was trying out https://www.youtube.com/watch?v=vF-1smc3-lU by Arcimaestro Antares. Unfortunatelly, I run into https://www.youtube.com/watch?v=A8CS8YlEzF8. After some testing, I found out it was caused by my base_anim files (I use the ones from MGSO). I haven't tested it purely with Dirnae's mod, so I will have to do that later. Anyway, I thought it would be great if there was mod that combines all these popular animation replacers. Recently, http://www.nexusmods.com/morrowind/mods/43982/? came out. Unfortunatelly, it mentions in the description that you cannot use MCP Improved animation support with the mod. I already asked why and I'm currently waiting for anwer from the author. Anyway, this compilation still misses one animation mod that should be IMO imcluded - and that is Greatness7's Idle Animation Fix (cannot find link right now), which fixes the notorious bug that causes all static NPCs to slowly drift away from their original position.



Anyway, I thought it would be great to gather these popular animation replacers including fixes (Dirnae's mod, Almalexia casting, Idle Animation Fix, I believe there is also better feminine walk included in MGSO? and perhaps some more?) and merge them into one mod, that would - if it is possible - be compatible with MCP Improved animation support. The last part is desired especially since in latest MCP this patch allows to play custom animations on player using only scripts.



So I would like to know your opinions on this whole thing - would it be feasible? Would it be POSSIBE (mainly the MCP compatibility)? What should be exactly included?



Thank you all for your input!



And once more Merry Christmas! :)



EDIT:


Current list of mods that should be included:


http://www.nexusmods.com/morrowind/mods/31635/?


http://www.nexusmods.com/morrowind/mods/42080/?


Almalexia Casting Animation


Idle Animations Fix by Greatness7



Compilation that is quite close (contains Almalexia casting animations and Dirnae's running animations plus some fixes?):


http://www.nexusmods.com/morrowind/mods/43982/?

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des lynam
 
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Post » Fri Feb 19, 2016 2:04 am

http://mw.modhistory.com/download-10-6027 has two programs called split and merge (The readme says how to use them). I tried to split Greatness7 fix but the program don't worked. Something about not supported features, I think.


I remember already splitted the Artaios Compilation before, but it was in a Win7 OS. Now in my Win10, the splitting isn't working too.


Maybe something has gone wrong and would be interesting if someone could test LizTail's programs under Win7.


I'll really like if someone could combine that animations together without the need of Blender.

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R.I.P
 
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Post » Fri Feb 19, 2016 10:17 am


I actually used LizTail's Split and Merge succesfully a few times under Win 7, so it should definitely work. Haven't tried it with Greatness7's mod, though.

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Mr. Ray
 
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Post » Fri Feb 19, 2016 5:19 am

I've had reports of AnimKit not working with the idle fixes I posted awhile back. I'll fix it shortly once I get the free time. Merging with Blender should still work fine though.

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Yama Pi
 
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Post » Fri Feb 19, 2016 1:58 am

Thanks, Greatness7

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Chloe Yarnall
 
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Post » Fri Feb 19, 2016 4:29 am

Do not forget this one! http://www.nexusmods.com/morrowind/mods/42080/?

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Maeva
 
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Post » Fri Feb 19, 2016 1:34 am


Yeah, thanks for reminding me :)



EDIT: I also added list of mods that should be included. If you remember any other, please write it here.

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Devils Cheek
 
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Post » Fri Feb 19, 2016 12:19 pm

After testing my animation mod again I noticed that the new casting animations aren't working for me. I might have messed something up. Did you test it? Did you find out more about the incompatibility with MCP?

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Cool Man Sam
 
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Post » Fri Feb 19, 2016 6:28 am

Thanks for dropping by, Artaios! Unfortunatelly, I haven't tried your mod yet, I'm currently working hard on my new mod. But once I push it out to public, I will give your mod a try!

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Skrapp Stephens
 
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Post » Fri Feb 19, 2016 2:10 am


Okay, so I tried your mod today together with MCP Improved Animation Support. I tried your mod, my files that come from MGSO and also vanilla MW animations.



FIrst thing I noticed is that I should probably get glasses, since I actually failed to see any difference between your mod/MGSO files and vanilla walking/running/fight animations :(


I tested the casting animations and both your mod and MGSO look the same and work just fine for me.


I forgot to test casting animations on NPCs, though.



Anyway, I did not find any error when using your mod with Improved anim. support. However, your mod also causes the bug with Vivec Musician mod (video in OP). In case you would like to look into the issue yourself, I can send you the Vivec Musician mod and my MGSO animation files.




To everyone: I believe that if I will have the right animation files, I can do the merging myself, but I will need someone to give it a proper testing once I make it, since I'm not that experienced with animations.



And one last thing - there is female walk animation somewhere. DopeyFish actually made a mod that adds this animation to Golden Saints if I remember correctly. However I'm not actually sure if it is included in any of the animation mods. Again, should anyone be interested, I can upload the animation files from his Golden saints mod.



EDIT: http://www.nexusmods.com/morrowind/mods/42703/? is the Golden Saint feminine walk mod by DopeyFish

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Tamara Dost
 
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Post » Fri Feb 19, 2016 2:15 am

After some time fiddling with the animations, it seems I've hit a roadblock. AnimKit doesn't include support for X/Y/Z rotation keys, but Blender's export functionality automatically uses them. Unless someone here knows how to force Blender to export animations using quaternion rotation keys, I'm not sure what I could do. The only other option would be creating the fix in 3DSMax instead of Blender, but I don't have the program nor the 4500$ to purchase it. :blink:


Just to note, Morrowind supports X/Y/Z rotations natively, so my fix still works fine. It's just merging it with other animations via AnimKit that seems out of the question. If someone could supply me with permission and the base_anim.nif file from these other animation mods then I could merge them manually without AnimKit.


I also couldn't get AnimKit to work with 'Animation Compilation' either. :shrug:


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Tyrone Haywood
 
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Post » Fri Feb 19, 2016 1:08 am

Hummm. Is LizTail available? He could opensource the AnimKit and someone could fix that limitation. What do you think about the idea of contacting him?

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jessica sonny
 
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Post » Thu Feb 18, 2016 9:16 pm

Sorry, it's been a while since I looked into this, and I am not sure I have the time to study up on it again. Have you yourself discovered anything new? Made a better mod perhaps? Thanks =)

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Bloomer
 
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