[REL] Morrowind AnimKit 2.0

Post » Tue May 17, 2011 5:50 am

Downloads:

http://www.liztail.com/view_project.php?prj_id=8§ion=info&media=151
http://www.liztail.com/view_project.php?prj_id=8§ion=download

Media:

http://www.liztail.com/view_project.php?prj_id=8§ion=screen&media=153#image
http://www.youtube.com/watch?v=lqDikcnuYMc Shows animated tails on the beast races using the human animations. The ESP files to do this is included in the above download, and the bodies you see are from my http://www.gamesas.com/bgsforums/index.php?showtopic=846744&st=0 mod.
http://www.liztail.com/axel_fem.zip An example to show what's possible. Makes all the ladies in your game swing their hips when they walk, so long as they're not holding anything.

Requirements:

If you don't already have this download from Microsoft installed, you need to get it and install it. You can go ahead and try to run the programs to find out if you have it. If you get a message like "This program is not configured correctly," that means you don't have it!

http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en

You also need to download the latest version of .NET from Windows Update.

http://www.gamesas.com/bgsforums/index.php?showtopic=846487&hl=LizTail

Thanks for your interest in the Morrowind Animation Kit! This new version 2.0 features a UI for mod users created entirely by my friend Arie! BIG thanks to him for putting in so much effort to make this happen! Several people have tested it now without complaint, so I'm making an official release thread for it.

The new UI handles all setup and error fixing, lets you choose and change the order of anim mods, and lets you apply the anim mods you've choosen to Morrowind. The advanced tools are still command line programs, but links to them are now installed to the start menu for easy access. Note that you will have to copy the ESP files from the install location you choose for the AnimKit to your Morrowind folder if you want to use them.

If you have no idea what the AnimKit does, here's the introduction from the read me file. Enjoy!

These programs let you customize your Morrowind animations to degree not previously possible. Here are some of the things you can do with them:
A mod USER can:
  • Download animation mods that replace different animations for your character and normal NPCs, and mix and match them as you like.
    Before this, just changing one animation would mean that you'd have to download a file that overwrote ALL your animations. So it would be impossible to use the jump from one mod and the attack from another. Now you can easily use them both at the same time, if you or someone else formats them as animation mods (a certain folder structure with one special text file in it that has information about the mod).
  • Change any race from a beast to a non beast.
    Before this tool, in order to make a beast race a non-beast so they could wear helms and boots and use the normal animation, you would have to sacrifice the animation of the tail and go to a bunch of trouble to create a special frozen tail. No more! Now you can just uncheck the "beast" box in the elder scrolls construction set. There are ESP files that do this included with the download.
  • Disable mods if you don't like them and go back to what you had before.
    Again, downloading an animation mod used to mean overwriting files. Now the files are stored in separate folders and a tool processes them based on your preferences, similar to being able to turn ESP files on and off. So if you have 3 mods and put in a new one, you don't have to worry that the new one will overwrite any files from the other two and make it so you can't go back to the way you had things before.

A mod MAKER can:
  • Make clothes that use the tail bones.
    Previously, if these clothes were equiped by a non-beast, the game would display errors. After running these tools, those errors should be gone so now you can make clothing that moves with a tail like a cat costume or tail armor or whatever.
  • Distribute much smaller mods without worrying about conflicts, and personalize them so people know where they came from.
    The player animation files were around 3 MB, so if you wanted to make a small edit, you'd have to send a huge file, and to make it worse your mod would overwrite anyone else's animation changes. Now that's no longer a concern. You also get to personalize your mod by editing the special text file called AnimMod.xml. You can name your mod, put yourself as the author, and add a version number and date so that people know which one they have. You can also add a description and even a custom icon so people can pick your mod out from the list more easily when they're reviewing the mods they have installed.
  • 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.
  • Merge small single animation KF files into big multi-animation ones
    Want to make an NPC with certain animations from animation mods? You can put all the animations you want the NPC to have in a folder and then merge them together into the single-file format that NPCs use.
  • Preview the animation in a folder full of KF files by applying their animation to a NIF file.
    Want to look at what an animation someone told you to download would look like before you use it? You can use the preview tool to create a NIF file for each animation that can be opened and played in NifSkope. To some degree you can also open the files in 3ds Max or Blender, and a single animation will open much much faster than the big 3MB file with 205 animations.


Some popular animation mods that have been adjusted to use the Anim Mod format for you to try out::
  • http://www.liztail.com/oshiel.rar
  • http://www.liztail.com/axel_fem.zip

User avatar
Roberto Gaeta
 
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Post » Mon May 16, 2011 11:50 pm

Goodie! I think this will be fun to play around with, and maybe release for anything good.

:EDIT:

CRAP! I got the C++, and installed both of them. This is what I get on running the AnimKit EXE:

This application failed to initialize properly (0xc0000135). Click on OK to terminate the application.


Help?
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natalie mccormick
 
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Post » Tue May 17, 2011 3:10 pm

CRAP! I got the C++, and installed both of them. This is what I get on running the AnimKit EXE:

This application failed to initialize properly (0xc0000135). Click on OK to terminate the application.


Help?

That is the error you get when you don't have the .NET framework installed. I think. It may always be something totally different :shrug:
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daniel royle
 
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Post » Tue May 17, 2011 1:18 am

That is the error you get when you don't have the .NET framework installed. I think. It may always be something totally different :shrug:

Oops, yeah. Forgot to mention that the UI uses .NET. You can get that from Windows Update. Description updated =)
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Gill Mackin
 
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Post » Tue May 17, 2011 4:03 pm

Okay, thanks. I'll get to it!
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Milagros Osorio
 
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Post » Tue May 17, 2011 8:53 am

Nifty idea.
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Charlotte Henderson
 
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Post » Tue May 17, 2011 4:17 am

Nice work Liztail! :intergalactic:
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Alessandra Botham
 
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Post » Tue May 17, 2011 1:45 am

Thank you! :bigsmile:
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Svenja Hedrich
 
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Post » Tue May 17, 2011 9:04 am

Hi
Thanks very much again for this.
I have put Oshiels mod into C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels
However when i browse to that file with the UI i get the message
ERR: Error while performing Anim Mod setup procedure: Morrowind Data Files directory doesn't exist. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels\Data Files\)
ERR: Couldn't open the Morrowind Animation directory. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels\Data Files\Animation\)
ERR: Anim Mod environment is not set up.
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Nathan Risch
 
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Post » Tue May 17, 2011 9:04 am

Thanks everyone! =D

Hi
Thanks very much again for this.
I have put Oshiels mod into C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels
However when i browse to that file with the UI i get the message
ERR: Error while performing Anim Mod setup procedure: Morrowind Data Files directory doesn't exist. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels\Data Files\)
ERR: Couldn't open the Morrowind Animation directory. (C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Animation\Oshiels\Data Files\Animation\)
ERR: Anim Mod environment is not set up.

The folder is supposed to be your Morrowind folder, not the folder where the mod is. Notice it's trying to add "Data Files" on the end. You should change that back to your Morrowind folder "C:\Program Files\Bethesda Softworks\Morrowind"

The reason it probably didn't come up after you added it in the first place is that you either didn't restart the UI after putting the files there or you didn't make the XML file and the directory structure properly. There are instructions for doing that in the previous thread here:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=846487&view=findpost&p=12324655
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sarah
 
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Post » Tue May 17, 2011 9:33 am

Ah yes, got it working, thanks
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Laura Tempel
 
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Post » Tue May 17, 2011 10:01 am

Perhaps a lame question, but if I use a race that has had the animation modified by the kit, do I need to have the kit installed for it to function or does the nif file run on it's own. Of course, it would be proper to state that the animation has been modified by the kit in the readme, anyway.

sieboldii
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Kaylee Campbell
 
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Post » Tue May 17, 2011 1:35 am

Are there any animation mods that replace the walking and running ones? :)
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Astargoth Rockin' Design
 
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Post » Tue May 17, 2011 12:24 am

Ah yes, got it working, thanks

Great =)

Perhaps a lame question, but if I use a race that has had the animation modified by the kit, do I need to have the kit installed for it to function or does the nif file run on it's own. Of course, it would be proper to state that the animation has been modified by the kit in the readme, anyway.

sieboldii

The only time this would be necessary is if you create a non-beast race which has an animated tail. In that case, the user will need to install the kit and then open the UI once to update their NIF and KF files to make that possible.

However, the kit does not need to be running all the time or anything like that, and if you uinstall the UI or never open it again, the changes it made will remain and they will still be able to use races like that.

Are there any animation mods that replace the walking and running ones? :)

I'm not sure if any anim mods have been released other than Axel's, but it'd be great if I was wrong about that =) I really hope more people will make anim mods now that it's possible!
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Benji
 
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Post » Tue May 17, 2011 2:18 pm

I had a couple of questions about it... Sorry to sound so clueless and I did read the other thread looking for answers but a few things I was unsure of...

If we wanted to do a 'drunk effect' that shows up on only certain npc's we would change the 'walk' animation to the drunken one then rename it something like 'tipsy' and that would only show up on ones we attached it to, right? Or does it need to be an idle set to 100% or we do it then create a mod that we attach the new one too or?? And if we wanted to do one where we created a spell/curse called drunkenness and wanted to have them (the player) walk this way for a minute or so we do what exactly?

If we wanted to do something like take that high kick looking animation from the ballet dancer animation and turn that into a female hand to hand combat move we do the split/rename like we read with Fliggerty in the other thread and follow those steps like he did to get his working or does version 2 do it differently?

Also, to get these looking good we need to somehow add the same start/stop ones to our animations we split before redoing it together again? is that something we would do in blender or nifskope? Any hints for those of us who want good ones but are unsure how to get it looking nice... Has someone made "THE stop/start" whatevers so we can all be compatible yet?

I always thought the thing with the sixy walk was the npc/player had to be wearing high heels otherwise we got that funky lower half froze thing... Does the sixy walk you show somewhere fix that?

Thanks for such a great program and I gotta learn Blender faster! :P

Maria
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Annick Charron
 
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Post » Tue May 17, 2011 9:25 am

Beautiful UI Liztail, now all we need is some more animations to get excited about :D
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GLOW...
 
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Post » Tue May 17, 2011 10:14 am

I as far as I understand the situation/problems with "drunk walking" animations I have the following suppositions:

Use of Idles. MW idle animations are basically looped animates poses. This means that an actor should come to the same position/location and same pose: I have created a working idle for an NPC that hangs around in "circles" like fashion model. I am not sure that this could be OK for you.

Replacing of original walking sequences. NPC will walk only in drunk manner. MW walking/running/swimming etc. sequences (any NPC movements in the space) can be only replaced, otherwise the game engine will not "recognize" them. MW animation groups (text keys) are hard coded and there is no way to add new ones. Moreover, only one animation script function is working properly with NPC animations ? AIWander (that is dealing only with idles).

In the latest version of my female animations (I guess it was used by LizTail for his examples) I have added feet rotations, so high heeled shoes that hide feet rotations are not obligatory. By no means I do not want to say that the result is perfect.

:)
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Gaelle Courant
 
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Post » Tue May 17, 2011 4:13 pm

I'd like to show off a little bit of what I recently accomplished using this utility, one of RX31's animations, and MGE:
http://www.fliggerty.com/phpBB3/viewtopic.php?f=20&t=315

Now I just need a fancy animation for each weapon type, instead of just to handed long blade, and I can get to work!
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Jack
 
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Post » Tue May 17, 2011 1:51 am

Fantastic result!!!
Are you replacing existing sequence or you have managed to find the way to add a new one?

:tops:
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DAVId MArtInez
 
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Post » Mon May 16, 2011 11:58 pm

Just replacing an existing. Then using a series of MGE functions to control the movement.
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Angela
 
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Post » Tue May 17, 2011 1:41 am

Are these MGE functions animation specific (I am not able to find such)? I have also failed to find MWSE animation specific functions.

:)
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HARDHEAD
 
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Post » Tue May 17, 2011 6:30 am

No, I was referring to the key pressing functions. Essentially I just monitored for the mouse button press then had MGE "push" the directional keys to randomize the type of attack. Once three attacks had been made, I made it hold down the mouse button for a second to cause the "WeaponTwoHand; Thrust Large Follow" animation to play, which I replaced with one of RX31's animations.

I really would like to get an animation like that for each weapon type. Then I could make it do this for all attacks.
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Brandon Bernardi
 
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Post » Tue May 17, 2011 5:34 am

Sweet work as always Fligg, I'm really looking forward to seeing where you take this!
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Channing
 
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Post » Tue May 17, 2011 3:00 pm

I see. Hence, I far as I understand from your explanations using this novel approach you have managed to interfere with PC animations. This is indeed a huge progress and prerequisite to combo combat animations or controlled by the gamer shield block animation.
This is a very interesting project, tough programming?

:tops:
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Christine Pane
 
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Post » Tue May 17, 2011 9:18 am

The programming isn't that tough...at least not on my end. I'm sure it wasn't a cakewalk for Timeslip though. :P
I've been mulling this idea over in my head for a while now, and finally decided to sit down and do it. It only took me about 20 minutes to whip out a thing that makes the type of attack random. After that, perhaps another hour to add the sword spin'n'slash after the third strike in rapid succession.

I wish I could force the shield block animation. I think the best that I could possibly do is what Aerelorn did with Blocking Enhanced (which I no longer use due to a conflict with GCD...also I don't often use MWE anymore, unless I'm testing something) and highly fortify the block skill when the player presses a key, and drain it when they are not. The method works well, but it can only be done when an opponent is actually attacking.

There's actually a variety of animation sequences I can manipulate though, simply through timing of key presses. As I said before, in the example clip I replaced WeaponTwoHand; Slash Large Follow.kf with the swordspinslash anim, then forced the attack key and the "w" key down for 0.75 seconds. I could just as easily bring that delay down to something more like 0.5 (haven't sorted out all of the delays needed yet) and make it work for WeaponTwoHand; Slash Large Follow. There's a thrust, slash, and chop variation for WeaponTwoHand, WeaponOneHand, and WeaponTwoHandWide, and each has a delay/effect version for small, medium, and large. That's a potential for 27 different attack animations that I can force in this method. Then using my script magic, I intend to also add the option to have various "combo effects," scripted events that can happen to your opponent, much in the way Combat Enhanced works.

So all I need is 26 more attack animations...
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Lovingly
 
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