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Animation replacement question.

Open WutHavUDun opened this issue 3 years ago • 3 comments

Hello,

I was looking to see if you might have some ideas on how to make an animation replacement work.

I've been messing with the run/sprint animations for GNB using the .pap editor, but I've been running into an issue. What I'm specifically trying to do is take the walk/run animations from RPR while keeping GNB's original sprint animation. The problem is these animations are all located within the same PAP file, and trying to reference the other sprint animation within the edited PAP seems to either be more complicated than I thought or not possible. I've already looked through Nécer and Drekken's guides on replacement but they're fairly bare-bones and don't mention this particular problem.

fig1

It also seems to not be as simple as referencing a specific animation file because all the sprint animations for the separate jobs have the same file path and name within their respective .pap files. Not sure if I can reference only one part of the .pap file using a path, but it didn't seem to like that when I tried it.

fig2

I've already tried a few other potential solutions as well. I exported the TMB from the sprint on GNB and tried importing it to the RPR .pap. I tried exporting both .paps a couple different ways to see if I could get them to replace just the file I wanted using priority in Penumbra. (ex. exporting the whole RPR .pap and only the GNB sprint in a separate export, giving the GNB file higher priority. I've also tried what is essentially the reverse of this.)

Still no luck so far, so I was hoping someone might have some ideas. I'm not as familiar with the .pap editor as the .vfx editor so it might just be me not understanding the basics how some of this stuff works.

WutHavUDun avatar Sep 08 '22 21:09 WutHavUDun

It's a bit of a late response but to follow on from this, it appears that no animations are able to swap when replacing Havok data. Checks have been made to ensure the correct skeletons are being used throughout and the steps are being followed from the wiki, albeit with slightly different import procedures due to the way selecting the havok index works now (prompt window) compared to the guide (option in editor). The animation is updated neither in-game, nor the newly added 3D View.

Vaela-V avatar Nov 23 '22 01:11 Vaela-V

@WutHavUDun I think the best way, like Vaela alluded to, is to export the reaper havok data (using the button in the "parameters" tab), then going into the gunbreaker file and manually overwriting the animations you want to replace one-at-a-time (while skipping the sprint animation). For example, you would go into the GNB cbbm_01f_lp0 (the walk forward animation), click "Replace havok data", find the reaper data, and select "1" as the index, then repeat the process.

@Vaela-V for your issue, I tested some animation swapping and it seems to be working. Which ones specifically are you trying to do? Are you only swapping the Havok data, or modifying the .tmb files as well?

0ceal0t avatar Nov 23 '22 03:11 0ceal0t

I tried replacing the havok data, but like Vaela was saying, I also couldn't get a change to show both in game and in the 3D View. There's no trick beyond just hitting export and then replace is there? I know you have to set the index correctly, but I assume that's just the index of the animation you want to be replaced.

WutHavUDun avatar Jan 16 '23 01:01 WutHavUDun