[RELz] Skeletal Variation

Post » Tue May 17, 2011 5:36 am

and to change animations on the fly it requires a few extra OBSE functions. Scruggs kindly volunteered to write the plugin

Wow. That means we could have new weapon animations with new weapon types?
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Miss K
 
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Post » Tue May 17, 2011 12:04 pm

I saw this on tesnexus a few weeks back and thought it was brilliant work. I'm already planning on trying out the ceiling walking for my Unholy Darkness vampire mod... it would be really cool to sleep on the ceiling like a bat and allow levitation. I also wanted to make an improved dead body mod that bloats corpses and then I add some of my nifty rotten shaders to them, etc. Can you scale people in real time to make them get bloated and fat? Or is it a static predetermined scale?
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carly mcdonough
 
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Post » Tue May 17, 2011 1:34 am

If an NPC is using a scaleable skeleton you can play animations that set the scale nodes values however you like. You can definitely make and play a 'gradual bloat' animation on them.

Wow. That means we could have new weapon animations with new weapon types?
You could alter an actor's animations when they were wielding a specific weapon, yes, although that would require new OBSE functions. The OBSE plugin would just enable full animation replacement- currently you can't 'replace' attack animations, only add extra ones to an actor's list, and you can't remove animations. This is a problem that affected Slof's Xivilai mod, where they didn't use the new 2h attacks exclusively.
With the OBSE plugin and the mod mechanics you could for example create an NPC who has no movement animations, or a Shivering Isles NPC who can only turn left, or have the player use one animation replacer and NPCs use another.
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Emmie Cate
 
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Post » Tue May 17, 2011 11:05 am

You could alter an actor's animations when they were wielding a specific weapon, yes, although that would require new OBSE functions. The OBSE plugin would just enable full animation replacement- currently you can't 'replace' attack animations, only add extra ones to an actor's list, and you can't remove animations. This is a problem that affected Slof's Xivilai mod, where they didn't use the new 2h attacks exclusively.
With the OBSE plugin and the mod mechanics you could for example create an NPC who has no movement animations, or a Shivering Isles NPC who can only turn left, or have the player use one animation replacer and NPCs use another.

That sounds like it could have some amazing uses. Like I said about weapons anyway.
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Sebrina Johnstone
 
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Post » Tue May 17, 2011 2:36 am

Incredible! Absolutely incredible work!

I sure hope the next Bethesda Elder scrolls will still have this kind of mod-ability.
FO3 seem less accessible, but that could just be a lack of familiarity on my part with FO3 as I gave up on modding FO3 after only a few months. Or maybe it was just that I like fighting with shields more than guns.

(The playable goblin in the video is a 'regular NPC' with full animation replacement rather than one using a different animation directory the way Da Mage suggested)

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Rik Douglas
 
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Post » Tue May 17, 2011 1:06 pm

You *can* apply a bone transform on the fly (for example, putting a 15 degree crick in someone's arm if it's broken) but you can't change the animations. I've got another project for handling that.


so the skeleton swaps, but the animation set doesnt? Im gonna check that.


EDIT:
If I ever get around to fixing the bugs in CMR again that idea with the goblin might be useful, i didnt think it would work so well. Im presuming with that its just the goblin animations applied to the huamn skeleton (I found the CS really hates create skeletons for NPCs, even when you fix all the problems it complains about).
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Zualett
 
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Post » Tue May 17, 2011 4:33 am

so the skeleton swaps, but the animation set doesnt? Im gonna check that.
EDIT:
If I ever get around to fixing the bugs in CMR again that idea with the goblin might be useful, i didnt think it would work so well. Im presuming with that its just the goblin animations applied to the huamn skeleton (I found the CS really hates create skeletons for NPCs, even when you fix all the problems it complains about).
The skeleton isn't changed on the fly, it's just that the new skeleton/s have extra bones you can play transforms on. Skeletal Variation doesn't change or alter any animations, it just uses new ones for adjusting the Scale Bones.

Using your method the skeleton swaps and the animation set takes from the new folder but I don't know if it changes on the fly if you change the gamesetting?
The Goblin is actually using a Goblin skeleton, with a couple of missing bones added as NPCs don't have all the required ones. I'll write up a guide for which ones once Playable Goblins is prepped and released.
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Kevin S
 
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Post » Tue May 17, 2011 1:57 pm

Using your method the skeleton swaps and the animation set takes from the new folder but I don't know if it changes on the fly if you change the gamesetting?


yep, it works by changing the gamesetting that controls the player skeleton. and it does work on the fly too.

The Goblin is actually using a Goblin skeleton, with a couple of missing bones added as NPCs don't have all the required ones. I'll write up a guide for which ones once Playable Goblins is prepped and released.


sweet! I tired converting a creature skeleton the other day....but the CS still complained of missing bones even after i had added them. I must have done it wrong. Also, with that using a creature skeleton....you do realise you just made a creature that can do dialogue.....which is awesome in its own right.
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daniel royle
 
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Post » Tue May 17, 2011 3:15 am

Good to know it works on the fly, we can make polymorph spells with it, and I can make the goblin race mod not change your directory unless you pick Goblin (goblin-elves look weird as hell :P).
For the missing bones, iirc it doesn't mention 1 or 2 of them. It should still work albeit with huge glitches as long as you've got Camera and Neck1 though?
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Cayal
 
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Post » Tue May 17, 2011 9:27 am

Good to know it works on the fly, we can make polymorph spells with it, and I can make the goblin race mod not change your directory unless you pick Goblin (goblin-elves look weird as hell :P).
For the missing bones, iirc it doesn't mention 1 or 2 of them. It should still work albeit with huge glitches as long as you've got Camera and Neck1 though?


mine buggered around cause it wanted magicnode, torchnode, sideweapon, back weapon etc etc (i forget the rest, there was like 8 of them)...which even after i added thme it didnt like it....it just crashed the CS when applied to an NPC....
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Marcin Tomkow
 
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Post » Tue May 17, 2011 11:11 am

great, now we can make sloads!
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cassy
 
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Post » Tue May 17, 2011 12:07 pm

Holy ****. how did I miss this?

Will have to investigate this somewhat for UVII's mutilations :)
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Motionsharp
 
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Post » Tue May 17, 2011 7:32 am

You *can* apply a bone transform on the fly (for example, putting a 15 degree crick in someone's arm if it's broken) but you can't change the animations. I've got another project for handling that.


Omg that would be too cool! That could give some awesome options for an unarmed mod, letting highly skilled unarmed combatants break their opponent's arms and legs, or allowing blunt weapons to cause some real devastation. :ahhh:
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Alex [AK]
 
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