Dalamud-VFXEditor
Dalamud-VFXEditor copied to clipboard
Issue with previewing loaded PAP's
I opened this issue that's related to [PAP animations with strafing/standing variants] issue I recently posted. I will need to go back and redo some of the test I did earlier because I now realize that these semi-skeletal animations do not correctly work in vfxedit when previewed/loaded but can work if you export and enable as a mod.
For example if you try to add a full body skeletal animation ontop of a semi-body skeletal animation and preview that PAP in vfxedit, the animation will only show the body moving where the original semi-body skeletal animation was able to. But if you export and loaded it as a Mod and clear the 'cache' of vfxedit, then the full body animation will properly load ontop of the action that was once semi-body movement.
Here is an example of the scenario I'm describing. If you load the action Maim ontop of the skill Dismantle, the loaded preview will only show the upper body preview for Maim, since that is the region of the body the original PAP for Dismantle used. If you go ahead and export this mod anyways, and then load it in prenumbra, after you clear the cache of vfxedit, the skill will then properly show the full body animation for Maim.
another example. Most of the machinist animations that only have upper body animations if loaded onto any any action and previewed in VFXedit will almost always show the lower body stiff and straight, rather than how they would if loaded as a mod via penumbra.
If it is possible to fix this issue it would be very greatly appreciated since it heavily limits the possibilities for creating and testing skeletal animations for anything but full body motions.
EDIT: another issue Im realizing is that i cant repackaged semi-skeletal animation edits because the animassist program requires the full body skeleton to repackage the pap. So unless there is some way to adjust the skeleton file and have it still work with animassist, semi-body animations are doomed.