Some More Stuff

Post » Sat Oct 30, 2010 3:37 pm

The player looks like it's hopping every nanosecond :P

That happens with the vanilla animations as well. There's no blending in the engine between the turn animation and weapon animation so there's nothing to be done about it.

@Hrnchamd: Which part of the animation has problems?

Near the end of the loops where you sync the loop end pose to loop start pose. The arm/hand positions don't settle back in a smooth way, for example look at the right hand near the end of the RunForward loop, play it back slowly. Bone velocities are not smooth across the loop edge. Compare the velocity of the the hand and elbow in the first few frames of the loop and in the last few frames. It ends up looking like jitter. I manually corrected some of it in my version.
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Micah Judaeah
 
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Post » Sat Oct 30, 2010 8:02 pm

Alright then, I'll just edit the tangents.
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Annick Charron
 
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Post » Sun Oct 31, 2010 4:03 am

Final re-timed version of Dirnae's animations: http://www.tesnexus.com/downloads/file.php?id=31635
Solves first-person footstep speed and most stutters.

Dirnae, please link it up if possible. That was fun, though you need to work on your looping. RunForward needed quite a bit of editing.

MCP animation engine patch is to add new animation capability to the engine, but I don't think I can fix stutters this time. It's just too hard to work with.

Found an issue, I'm not sure if it's just your version or Dirnae's version too.

Try finding an ash storm (coc Ald'ruhn? :P), and walk (not run) with the ash blowing from the left or right. Try holding W and A or W and E to walk in different directions. Sometimes the animation stops and you are pushed back a little by the storm. It's pretty weird. Something similar happens in the original game (a slight interruption of the animation) but then you'd just keep moving. I'm guessing it's the delay between the start of Dirnae's walking animation and your character actually moving forward that's causing the issue with the animation replacer. It doesn't happen while running, and from what I can tell the direction in which you walk compared to the direction of the storm matters.

I see it happening to NPCs too.

On the bright side, while confirming that this doesn't happen with the vanilla animations I came to the conclusion (again) that the original animations svck and your animation replacer is absolutely essential Dirnae! :D

If you can't reproduce this I can make a short video if you want.
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Miss Hayley
 
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Post » Sat Oct 30, 2010 10:30 pm

I really can't wait for the sneak animations to be released, especially since I just created a stealth assassin/archer character :P
Hope it gets done before july 11 though, 'cause that's the day I'm leaving for France :)
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Janine Rose
 
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Post » Sun Oct 31, 2010 3:51 am

Glad you enjoy the animations.
The crossbow animations are very ugly, though you reload medieval xbows with your foot normally, right?
If not, I'll change it (plus it has some very nasty wrist deformations), but I'll do some more melee weapon classes first, I'm not confident about doing attack animations yet.

I'll merge the animations into base_anim, when I get to a later stage, but at this early stage I wont. If someone else wants to do this though, and post up the files, that's fine by me.


Hi Dirnae. long time to see. how the things going on?
near half year passed, is this the right time to make a new crossbow animation without foot reload?
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renee Duhamel
 
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Post » Sun Oct 31, 2010 2:55 am

I just thought I'd mention the new Morrowind Code Patch version, which increases options for new animations. Guess it might be useful to you, Dirnae.
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louise hamilton
 
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Post » Sun Oct 31, 2010 3:30 am

Just downloaded, exellent improvement, thanks Mar.. er... Dirnae.
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Lauren Denman
 
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Post » Sun Oct 31, 2010 5:07 am

Hey, sort of random request which you can feel free to ignore :P Is there any chance that you could make a walking animation similar to http://tesnexus.com/downloads/file.php?id=17437 for Oblivion?
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Code Affinity
 
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Post » Sat Oct 30, 2010 10:53 pm

So I decided to try Darknut's 1st person enhanced and didn't like it, so I uninstalled. But now these animations seemed messed up. If I remove all the animation files from data files/meshes, it reverts to the vanilla animations (of course) and things seem to be fine. If I apply Dirnae's animations, though, then all characters will lose their leg animations and will not be able to move in the game world. The player can walk around in 1st person, but as soon as I switch to 3rd my legs won't animate and instead my torso will animate like I am walking and I can't move.

Anyone know what I can do? I've tried redownloading, reapplying a million times etc etc.
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Genocidal Cry
 
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Post » Sun Oct 31, 2010 12:57 am

Have you tried 'rerun setup' in the animation kit and then re-applying Dirnae's mod?
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Samantha Wood
 
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Post » Sun Oct 31, 2010 2:28 am

So I decided to try Darknut's 1st person enhanced and didn't like it, so I uninstalled. But now these animations seemed messed up. If I remove all the animation files from data files/meshes, it reverts to the vanilla animations (of course) and things seem to be fine. If I apply Dirnae's animations, though, then all characters will lose their leg animations and will not be able to move in the game world. The player can walk around in 1st person, but as soon as I switch to 3rd my legs won't animate and instead my torso will animate like I am walking and I can't move.

Anyone know what I can do? I've tried redownloading, reapplying a million times etc etc.



Look at http://www.gamesas.com/index.php?/topic/1066248-some-more-stuff/page__view__findpost__p__15578290 and the following.
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Roisan Sweeney
 
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Post » Sun Oct 31, 2010 2:54 am

Look at http://www.gamesas.com/index.php?/topic/1066248-some-more-stuff/page__view__findpost__p__15578290 and the following.
Not the same issue, but I've encountered that exact issue (with Creature's X, no less) in the past.

My problem was solved simply by using the replacer Jac rigged up and doubling the base anim for females. It appears as though for some reason LizTail's kit wasn't applying the animations correctly, though I've never had a problem with the software before. :[
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Vivien
 
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Post » Sat Oct 30, 2010 5:24 pm

So I decided to try Darknut's 1st person enhanced and didn't like it, so I uninstalled. But now these animations seemed messed up. If I remove all the animation files from data files/meshes, it reverts to the vanilla animations (of course) and things seem to be fine. If I apply Dirnae's animations, though, then all characters will lose their leg animations and will not be able to move in the game world. The player can walk around in 1st person, but as soon as I switch to 3rd my legs won't animate and instead my torso will animate like I am walking and I can't move.

Anyone know what I can do? I've tried redownloading, reapplying a million times etc etc.


I had that problem too recently, but I'm not sure how I solved it. For me it was a problem with the Morrowind Code Patch though.
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:)Colleenn
 
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Post » Sun Oct 31, 2010 6:47 am

Hey, have any of the Dagoth animations shown http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/ been released yet? I've looked around a bit but can't seem to find anything.
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Claire
 
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Post » Sun Oct 31, 2010 12:53 am

I had that problem too recently, but I'm not sure how I solved it. For me it was a problem with the Morrowind Code Patch though.


I have Dirnae's animations installed and solved that issue unchecking the Animation option in MCP.
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Gwen
 
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Post » Sat Oct 30, 2010 3:50 pm

Gonna bump this thread. You know. Just 'cause it's awesome.

Dirnae, any plans to do the remaining few weapon animations?
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MISS KEEP UR
 
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Post » Sun Oct 31, 2010 4:06 am

Goodness me this is excellent! I hate to the [censored] responsible for resurrecting all the threads but I just tried this out(since as we all know none of us actually ever play)and had to put in the good word since it's so fan-blimmin-tastic I nearly wet meself. Seems like technology was never what was holding bethesda back since this kit still looks better than anything they have done so far. On the downside, the jump animation now looks utterly, utterly horribile alongside the good show


Edit:Wut, why'd I quote that
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Meghan Terry
 
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Post » Sun Oct 31, 2010 3:50 am

OP requested thread close.
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Janeth Valenzuela Castelo
 
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