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PAP animations with strafing/standing variants

Open XCZA opened this issue 2 years ago • 3 comments

I'm trying to figure out how some actions have animations variations depending on player movement.

For example some machinist actions like spreadshot or Dismantle have PAP animations where the top half of the character is doing one thing, and the legs down can still be either still or walking/strafing.

Most animations for actions do not have this property, but some do and I'd do not know how to replicate this effect in new or modified PAP motions.

Thanks!

XCZA avatar Jan 20 '23 11:01 XCZA

those actions only have upper body animations, which allows the lower body to move as it normally does. For other actions, you'd need to remove the animation data for the lower body bones

image

0ceal0t avatar Jan 20 '23 23:01 0ceal0t

it looks like something else is going on, I tried that and i didnt quite work, then I loaded spreadshot into 3ds max and it appears as if the lower body bones are just not moving at all, you cant tell in this pic since its not a gif, but basically every keyframe the lower body looks like this: image

i will do more testing to see if replicating this is the trick

XCZA avatar Jan 22 '23 07:01 XCZA

It appears as though the skeleton for Spreadshot doesnt have the same top/right coordinate situation going on. This is everything I tried and the results:

using the PAP for snap: removed all the lower bones >> didnt appear to be walking smoothly

moved the top animation for snap onto the lower animation for spreadshot and then exported it into the original pap for snap >> caused a coordinate glitch where the tophalf was bent 90 degrees and twisted, and the legs still do not move smoothly as I started the animation in a walk

exported the pap for spreadshot, removed keyframes, remerged it with the original pap for spreadshot >> there was no animation in game.

So it appears at least for spreadshot there is something else going on behind the scenes with both the coordinate system that animation uses and the nature of the hkx file for it. IF someone else has more luck let me know because I'd really like to make some asynchronous animations.

XCZA avatar Jan 22 '23 07:01 XCZA