Author Topic: VFX Bug - Body Aligned VFX shifts during animation  (Read 697 times)

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #15 on: January 12, 2014, 10:17:48 pm »


               I really appreciate the fixes to this, and the advice. ShadowM fixed my files, but I appreciate the fixes to Q, Pstemarie, since I use Q.

In addition this episode inspired me to actually use the climb up and jump down animations that were released together some time back by Failed Bard.  I've had them in my HAK since he released them, but not made use of them.

This is a great community. Hopefully I will be able to soon share the PW which the Vives team is working on. Anyone interested in play will be welcome of course.
               
               

               
            

Legacy_Wall3T

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #16 on: January 12, 2014, 11:13:14 pm »


               

Pstemarie wrote...

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:'


i like to think of it as duct tape really ':lol:'

and Henesua, your pw sounds amazing already. id totaly would play
               
               

               


                     Modifié par oOKyeOo, 12 janvier 2014 - 11:15 .
                     
                  


            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #17 on: January 13, 2014, 01:00:43 am »


               thanks, o0Kye0o. Vives is not my PW though. This is a collaborative effort. Its a complete remake of the old Vives PW which began in 2002/2003. Interesting enough given the animations we are fixing, Vaei was one of the core members who gave the world its - at the time - unique features.

Anyway, about animations. I was wondering if anyone knew the animation indexes for the disappear/appear and related animations. or... are these only usable as effects?
               
               

               


                     Modifié par henesua, 13 janvier 2014 - 01:01 .
                     
                  


            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #18 on: January 13, 2014, 02:18:28 am »


               They are effects. No animation constant is defined for them in nwscript.nss. There is an integer assignment though because Ihe scripting for EffectDisappearAppear has an integer callout for the animation. The default value for the animation integer is 1. Beholders use 2.

You could try using the constants ANIMATION_LOOPING_APPEAR and ANIMATION_LOOPING_DISAPPEAR or
ANIMATION_FIREFORGET_APPEAR  and ANIMATION_FIREFORGET_DISAPPEAR. Considering the naming convention for the other animation constants it is quite probable that one of these values will work - it just might be coded internally as opposed to being in nwscript.nss
               
               

               


                     Modifié par Pstemarie, 13 janvier 2014 - 02:33 .
                     
                  


            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #19 on: January 13, 2014, 04:03:06 am »


               *nods*

Yes, as far as I know, there are no constants in nwscript for the disappear/appear animations, but I was wondering if there was a number for them. Every animation is identified by a number in nwscript (thats what the constants do), and there are many numbers that are not identified with constants (43 - 99 for example). But I have not taken the time to go through each one to see if there are any animations at those. Once upon a time way back in the beginning of my play with all of this (like 2010) I did run an iterative loop on spiders for every animation, but I foolishly didn't record what each number did and I can not remember if the disappear or appear animations were amongst them.

Well when I have a moment, I'll rewrite that script, and run it on a spider and/or beholder and see what happens at the unnamed indexes.

Currently I am rewriting my move skill script to make better use of animations and be more versatile. I really like that OldManWhistler made the original that so many PWs installed, but I've reworked the functionality of it so much that its time I do a complete rewrite and eliminate the mess. Will take me an evening when I have one.

Thanks again for the work on the animations. I love animations. They are magical treasures that bring the characters to life. Thank you very much for all you've done. Like reworking the coat animations for some of the alt combat phenos in Q. I do hope you get to fencing one of these days (my favorite one of those), but I am patient. What you've done so far and what you are doing now (with TNO) is great stuff and much appreciated. Same goes to you ShadowM and Amethyst Dragon. It is all appreciated. I love that I don't have to do all this stuff myself, but that we can all share our efforts collectively.
               
               

               


                     Modifié par henesua, 13 janvier 2014 - 04:03 .
                     
                  


            

Legacy_Pstemarie

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #20 on: January 13, 2014, 09:08:26 am »


               FYI (sorry short hi-jack) - I have added Failed.Bard's Custom1 (Climb Wall) and Custom2 (Jump Down) animations to Project Q's a_ba.mdl animation super.
               
               

               
            

Legacy_3RavensMore

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #21 on: January 13, 2014, 02:38:36 pm »


               Does Q also included the rope climb and jump animations?
               
               

               
            

Legacy_Proleric

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #22 on: January 13, 2014, 03:21:10 pm »


               

henesua wrote...

*nods*

Yes, as far as I know, there are no constants in nwscript for the disappear/appear animations, but I was wondering if there was a number for them. Every animation is identified by a number in nwscript (thats what the constants do), and there are many numbers that are not identified with constants (43 - 99 for example). But I have not taken the time to go through each one to see if there are any animations at those.....

I haven't found any new numbers (gave up around 200 IIRC). Some of the animations seem to be hard-coded in certain engine functions, and may be nerfed, to boot. For example, Zombie Walk (walkinj) works as an item property on PCs, but not on other creatures that have that animation (not even zombies - go figure), so I had to make a new phenotype, in which the walk animation is the zombie walk. (Meanwhile, back on topic...)
               
               

               
            

Legacy_henesua

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #23 on: January 13, 2014, 06:05:13 pm »


               

Proleric1 wrote...

I haven't found any new numbers (gave up around 200 IIRC). Some of the animations seem to be hard-coded in certain engine functions, and may be nerfed, to boot. For example, Zombie Walk (walkinj) works as an item property on PCs, but not on other creatures that have that animation (not even zombies - go figure), so I had to make a new phenotype, in which the walk animation is the zombie walk. (Meanwhile, back on topic...)


Thanks for the info, Proleric1. Thats good to know and saves me some time.
               
               

               
            

Legacy_meaglyn

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VFX Bug - Body Aligned VFX shifts during animation
« Reply #24 on: January 14, 2014, 07:54:57 pm »


               

Pstemarie wrote...

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


Since there isn't likely to be a Q1.8, any chance of us mere mortals getting copies of these?

pretty please?