movement speed & animations

Post » Thu Aug 19, 2010 9:13 am

Okay, so I know the moving the Bip01 node in an animation controls the direction and I think the speed of the player.....however it is weird. On some of my animations changing the Bip01 length will not effect the distance the palyer travels, it will effects the speed at which the animation plays (same distance still covered). On some animations though, the distance covered does seem to be effected by the distance covered....


I'm pretty confused, so can anyone tell me the releation between the bip01 bone and the distance the player moves in an animation?
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tannis
 
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Post » Thu Aug 19, 2010 8:28 am

The GameBryo Engines all use an obtuse animation speed leverage -> it averages the Distance Traveled, Duration and Size of the Actor in relation to the Sequence being played to get an averaged Units Per Second Movement Speed

This is why Mehrunes Dagon can not move even if you give him movement animations as Very Large Creatures get their movement speed culled to basically zero -> I had to rescale Akatosh 3 times just to get him down to a size that the game would allow to move and even then I have to set his speed to 130 to get the animations to play at 1.0 frequency.

Very Small creatures on the other hand like my Slimes get their speed increased drastically so to get them to play their anims at 1.0 I had to set their speed to 5 otherwise they moved around at mach 2.
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jadie kell
 
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Post » Thu Aug 19, 2010 7:25 am

So its alot of trial and error.

What do you suggest i try changing....Changing the speed value of the player isnt really a good choice cause it screws up the levelling. The distance, Frequency? anything else?
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Anna S
 
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Post » Thu Aug 19, 2010 9:43 am

So its alot of trial and error.

What do you suggest i try changing....Changing the speed value of the player isnt really a good choice cause it screws up the levelling. The distance, Frequency? anything else?


Easiest change would be distance traveled but altering this will only create the skating effect as the anim will no longer be synced -> not that this is a real problem considering the volume of mods that claim to be fixing this yet are the cause that its so noticeable in the first place.

Loading the anim into a 3D app and changing its duration would be the best method as that keeps everything synced at least within the animation itself before the movement gamesettings start to mess things up.
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Invasion's
 
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Post » Thu Aug 19, 2010 10:41 am

Okay.....i tried a few things.

Changing the distance in the animation of the bip01 movement just makes the animation play slower....it doesnt effect how far the creature travels....and causes the skating effect you described.

I tried changing the period of the animation....even to conpletely rediulous values(like from 2sec to 16sec)....but the animation and the distance the creature travelled in-game didnt change.


Im stumped! how can i slow them down! surely it is possible to make a slow creature with the animations! at the moment Im forced to make the creature have a low speed stat (20) so that they move at the proper speed. The defualt of 50 makes them move like a rocket.
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Jerry Jr. Ortiz
 
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Post » Thu Aug 19, 2010 1:59 pm

Are you are aware of artificial ways of reducing animation speed? Hope I don't tell you something old.

To reduce the speed of my walk/run animations (BBB adaptaitions to mostly original anims), I use "Umpa's trick" (it was one of his mod's where I saw it first). By slightly decreasing the time for the last key in the BIP01 translation data (like from 1.5 to 1.4995) the duration is increased by about 50%. The only known drawback is that NPCs don't perform Jumps.

Maybe there is something similar, where you can modify the speed even more systematically. Mur_zik's RealFemaleWalk exist in variations (full, 25% less, 50% less speed). A quick check showed me that the frame times are always the same, but the /end text keys are change from "/end:31" to "/end:29971" for both slower versions. I don't know what else he did (it's a spline anim), especially not how he managed to differentiate between 25 and 50%. Maybe you ask him.

I would also like to hear if SaidenStorm could give any further information.
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Symone Velez
 
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