Author Topic: VFX Bug - Body Aligned VFX shifts during animation  (Read 698 times)

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« on: January 12, 2014, 04:13:40 am »


               I have encountered a bug with a VFX. I am using Amethyst Dragon's Quiver VFX. And after a particular animation the VFX get screwed up.

Quiver as expected
'Image

Quiver unexpectedly shifts during animation
'Image

'Image


Here's the VFX line for the quiver

1720    VFX_QUIVER_BROWN_HUMAN_MALE    D    0    ****    qvr_brn_hm    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    1   

Column for model: Imp_Impact_Node

Here's the bit of code that leads to the animation I believe is causing the problem:

    ClearAllActions();

    if(GetArea(oDest)==GetArea(OBJECT_SELF))
        TurnToFaceObject(oDest);

    switch (iSkill)
    {
        case MS_SKILL_CLIMB:
            DelayCommand(1.0, ActionJumpToObject(oDest, TRUE));
            if(!bFail)
                SendCompanions(OBJECT_SELF,oDest,"Climb");
            else
                DelayCommand(1.1, MSDoMoveFail(iSkill));
            DelayCommand(0.1, PlaySound("fs_dirt_hard1"));
            DelayCommand(0.5, PlaySound("fs_dirt_hard2"));
            DelayCommand(1.0, PlaySound("fs_dirt_hard3"));
            PlayAnimation(ANIMATION_LOOPING_TALK_FORCEFUL);
            break;
               
               

               


                     Modifié par henesua, 12 janvier 2014 - 04:17 .
                     
                  


            

Legacy_The Amethyst Dragon

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #1 on: January 12, 2014, 06:17:05 am »


               Yup, known bug that isn't with the quivers, it's the PC model.

The VFX is attached to the PC's "impact" node.  During certain animations (I've noticed it mostly with Vaei's sleep and jump animations), that node is shifted/rotated...and doesn't get put back the way it should.

If you have a way to force your PC to be re-rendered, it will correct the node/VFX orientation.  If your module/PW has a way to change a character's phenotype, that's a quick way...for instance, mine makes use of the alternative combat animation styles made by ragnarok_mr4, and PCs can switch styles at will.
               
               

               
            

Legacy_ShadowM

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #2 on: January 12, 2014, 06:56:31 am »


               Can you put together a sample module with the problem so I can test it?
               
               

               
            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #3 on: January 12, 2014, 02:37:05 pm »


               Thanks, Amethyst Dragon. That bug was not known to me. Glad to hear I was on the right case with the animation. Am testing now to find out which animations cause problems.

ShadowM, are you interested in fixing these animations? I use a lot of custom content from diverse sources. It could take a while to create a test module for you.
               
               

               
            

Legacy_Shadooow

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #4 on: January 12, 2014, 02:56:59 pm »


               isnt that this issue: http://social.biowar...7236394#7268261 ?

if it is its already present in community patch 1.71 since beta 7or so...
               
               

               
            

Legacy_OldTimeRadio

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #5 on: January 12, 2014, 03:42:29 pm »


               Right on, ShaDoOoW!  I was thinking the same thing.  If not, it'll be interesting to see what's causing it.
               
               

               
            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #6 on: January 12, 2014, 04:18:19 pm »


               Running a test on this - I have removed all animation keys from ALL of the dummy nodes in Project Q's a_ba. So far I have noticed no ill effects to any of the animations. Granted I cannot test all possible issues because I do not use the same CC as others. I am willing to share the model if anyone wants to run additional testing.

In my experience with animating NWN models, the dummy nodes should NOT have animation keys. According to my nephew who works for Cryptic, the only time you would have animation keys on a dummy node is if it is serving as a "bone". According to him, NWN models are backwards in that the rendered geometry is animated as opposed to a skeleton of nonrendered bones to which the rendered geometry is parented.
               
               

               


                     Modifié par Pstemarie, 12 janvier 2014 - 04:30 .
                     
                  


            

Legacy_ShadowM

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #7 on: January 12, 2014, 04:34:52 pm »


               Check a_ba_non_combat Impact node for me(use modified vaei base models) I think that the one that causing the problem. Like Pstemarie said it should not have any animations on it. I do some testing.

Update: That seem to fix the problem for me. Glad this came up I did not know about this glitch.
               
               

               


                     Modifié par ShadowM, 12 janvier 2014 - 04:40 .
                     
                  


            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #8 on: January 12, 2014, 05:11:27 pm »


               I gone through the rest of the Project Q a_ba series and removed all animation keys attached to dummy nodes. So far no glitches to report. Putting these into Project Q v1.8 pending more tests.
               
               

               
            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #9 on: January 12, 2014, 05:12:51 pm »


               Vaei's animations are causing problems for me too. As well as Talking Forcefully. Can't find any others. I went though anims 0-42.

Here's the magic wand activation script I used in game to test the animations of the wand's target.

I would appreciate having copies of the animations so I can paste them into my file. I'm gonna try that with the Project Q version first.

Some day I may get to working on animations for NWN, but not today. Got much too much to work on.
               
               

               
            

Legacy_ShadowM

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #10 on: January 12, 2014, 05:21:17 pm »


               That animation is in a_ba_non_combat that I mentioned just send me the file or put it in project page and I download and I fix it and send it back to you. I an easy fix. Like always save a backup.
               
               

               
            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #11 on: January 12, 2014, 05:50:17 pm »


               For the record Talk Forcefully is in a_ba. I have Vaei's animations (via Q) in a_ba_noncombat.

And all and any help is appreciated, thanks.
               
               

               


                     Modifié par henesua, 12 janvier 2014 - 05:50 .
                     
                  


            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #12 on: January 12, 2014, 06:27:11 pm »


               Henesua, the Q fixes for the a_ba set are in the Project Q 1.8 Dev folder on dropbox.

Just a thought - has anyone thought about what would happen if all the dummy nodes - except the rootdummy - were removed from the animation supers and were just part of the pheno model? Since they aren't supposed to be animated anyway I don't think it would break anything.
               
               

               


                     Modifié par Pstemarie, 12 janvier 2014 - 06:27 .
                     
                  


            

Legacy_Wall3T

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #13 on: January 12, 2014, 07:39:49 pm »


               this happens often when using custom animations. I find that removing and re-applying the vfx in-game fixes the issue also
               
               

               
            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #14 on: January 12, 2014, 08:00:51 pm »


               

oOKyeOo wrote...

This happens often when using custom animations. I find that removing and re-applying the vfx in-game fixes the issue also


I wouldn't exactly call that a fix, it's more of a bandaid that fails to address the overarching problem. Similar issues also occur when applied to models not using custom animations. Fixing the animation super is a rather simple solution and saves unnecessary scripting. It took me about 10 minutes to fix the models.

If the BioWare animation supers had been given more critical review in the first place... 

':devil:'
               
               

               


                     Modifié par Pstemarie, 12 janvier 2014 - 08:02 .