During a discussion on another Forum topic I have been informed that the project team is working on a low code modification level. Being specifically interested in MW NPC/PC animation system I would like to ask to consider possibility of the following modifications/improvements (I am not a programmer):
1. MW has hardcoded bone names and numbers. BTW, Oblivion does not have this limitation. Bones' nodes like "Bip01 Spine" or "Bip01 R Hand" are used for animation of NPC/PC geometry (body, clothes, armor parts) and in-game "attachment" of weapons, shield, torches. Unfortunately, unlike creatures, NPC/PC skeletons have limited number/names (hardcoded) of bones. It is not that clear why this was done by MW developers: there is no game problem when kf file (x.kf) that contains less number of animated bones is used with a skeleton file (x.nif) that contains also other bones (the way around causes CTD). MW characters are assembled (body, clothes, armor parts are attached to animation nifs) based on body parts names and not on bones names ("Shield bone" and "Weapon bone" are exceptions). "Extra" (in addition to "must have" bones) bones can be used for numerous purposes: hair/clothes/armor animation; twisted bones for more natural rotation of arms and legs; animation of additional body parts like wings, second pair of arms, two necks, etc.; stimulation of muscle contraction (size/scale bone animation is supported in MW); probably, for body shaping sliders (like in many recent MMORPGs); as well as many others. Hence, is it possible to "remove" the check in MW/TESCS exes for NPC/PC bone names/number?
2. Another problem is more difficult even to explain: there is only one working NPC animation control scripting function: "AIWander" ("PlayGroup" and "LoopGroup" are not working for NPCs in many cases and MW installations ? result animations are "corrupted", and there are no direct animation control functions for PCs). "AIWander" allows to script seven idle sequences ("Idle3-9", "Idle" and "Idle2" are not supported to my knowledge/in my experiments). Moreover, all seven idle sequences should in one file that should be attached to an NPC in the TESCS. Oblivion has not a perfect by definitely more flexible animation control/scripting system (unlimited number of idles, etc.). In ideal case as it was once proposed would be a function like "Play Animation sequence from file such and such". Anyhow, do you think it might be possible to remove the check on the number of idle sequences and fix "PlayGroup"/"LoopGroup" malfunctioning for NPCs?
I understand that more tests should be performed in order to clarify why these functions are not working for NPCs. It seems that their call results in a conflict of a scripted idle with some animation sequence called by the game engine ? low body part displays correct animation but upper part is either paralyzed or displays some other animation. MW game engine is able to play animations separately for different body parts (I guess this feature is hardcoded, e.g. head rotation in the PC direction or mouth/eyes movements).
There are also other animation related problems like PC animation scripting support, but I would like to start with these two.
Thank you.