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Lingarn
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[REL/DEMO] New Player Movement Animations
      #2759274 - 07/03/04 05:05 AM

Greetings.

The purpose of this release is simply to demonstrate a theory of mine that I finally got around to testing.

It is possible to replace selected animations for the Player. It doesn't matter which animations you wish to replace; as long as you have the patience and skills, you can replace any or all of them.

This is done using the same technique that enables the dancing girls to dance; they have a separate set of animation files which replace their "Idle9" animation. For players, you simply assign the animation file to the NPC "Player" in the editor. The animations in that file can go in any order, as long as the keyframes are done right -- they don't have to follow the same order as the base_anim files.

To prove that I'm not just making wild claims in the wee hours of the morn, I have released a little example/demonstration which contains new movement animations for the player and one NPC (located in the tradehouse in Seyda Neen. He's the naked breton). When the mod is active, the player will no longer walk, run, or sneak normally when they don't have a weapon drawn -- instead, the player will seem to glide. This animation is very simple (and far from perfected!), but it is just meant as a demonstration.

I recommend you start a new game to test this mod, and DO NOT CHOOSE A BEAST RACE. I'm not sure what will happen, but I suspect a CTD if you do. I do not recommend using this mod with other mods, or for the long term.

For those few with 3ds max who would be interested, I have included the latest .max file with the download so that you can see how I set things up. The animation was made using the blank files provided by Maverique.

If you missed it before: THE DOWNLOAD LINK

Please let me know if anyone finds this useful.

Lingarn

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"...old farts like Lingarn..." -- Grumblepunk, 28/02/04

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SoNico717
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759291 - 07/03/04 05:17 AM

Yeah, finally.... i test it.... and is awesome to see that someone could make this!!!....

YOU ARE A GENIUS!!!!

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RL_101
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759307 - 07/03/04 05:27 AM

Man, so many times I've been told it wasn't possible to replace
animations unless you replace them all...

and now YOU DID IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

you are my current hero!!!

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Miral007
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Re: [REL/DEMO] New Player Movement Animations [Re: RL_101]
      #2759407 - 07/03/04 06:32 AM

congradulations, another mod to prove the nay-saying idiots wrong.

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shannon_
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759420 - 07/03/04 06:39 AM

Wow. The possibilites!

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Nigedo
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759431 - 07/03/04 06:44 AM

Great stuff! Are you planning on putting this into practice with any specific new generic animations?

Perhaps, sitting would be a good one, or sleeping.

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Miral007
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Re: [REL/DEMO] New Player Movement Animations [Re: Nigedo]
      #2759438 - 07/03/04 06:47 AM

wonder if its possible to give a special casting animation if a staff is equipped... so that it shows the staff... and maybe new staff animations more befitting a wizard...

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GoddamnHippie
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759457 - 07/03/04 06:54 AM

*GASP*

At last something is happening on this front! I got pessimistic when there was complete silence after all that big talk back the day. So thanks for the push in the right direction .

*Currently waiting for enchantment/potion cast animations, sitting, laying down etc*

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Edited by GoddamnHippie (07/03/04 06:59 AM)

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MotokiMO
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759521 - 07/03/04 07:38 AM

Wow this opens up a lot of possibilities, though I fear few have the knowledge to do it and fewer still have the motivation.

I'd been trying to get an animation to go in and out of this stance for npcs in a chapel to be praying. (that shot is freeze framed from one of the casting animations which goes on further than that with more animations) I had all but given up on it, but maybe now I shouldn't?

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MC_Stalker
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Re: [REL/DEMO] New Player Movement Animations [Re: MotokiMO]
      #2759546 - 07/03/04 07:44 AM

Now you shouldn't. I beg you !!! Please make it !!! One standing an praying and another kneeling. So it will look OK even if the roibe is on. You know what ? Have a cookie for motivation ! And free ticket to Museum of Dwemer History as soon as you visit Black Light.

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MaGISTraTe
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759562 - 07/03/04 07:52 AM

Congrats, pretty good achievement

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C_Mireneye
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759601 - 07/03/04 08:11 AM

Lingarn, sometimes your amazing. And sometimes a bit lazy, but mostly AMAZING It has been said before, and ill double it. This opens up lots of possebileties, I only wished that i had Mo-cap equipment, would certenly be cool Me?, well gotta learn to animate, and use the trackview, and physique, and maybe Uvunwrap and a few other things. beacuse thats the main things I dont know in max

Happy modding, this changes everything

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maxpublic
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759639 - 07/03/04 08:31 AM

Sitting and sleeping. If you did nothing else but make sitting and sleeping possible you'd be worshipped as a god! Well, a demi-god, at least. :-)

Max

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Rand0
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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2759657 - 07/03/04 08:41 AM

Interesting. I got a couple questions though. 1) do these work for argonians too? 2) will i have to start over with a new character for the new animations to work?

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2759663 - 07/03/04 08:46 AM

THAT'S BRILLIANT. I commend you. Imagine the possibilities........

Now, we could POSSIBLY have some 'real' idle animations - such as people sitting down, exercising, taking a leak, lying down (as opposed to falling down and fainting), etc.



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watchinthewheels
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2759694 - 07/03/04 09:08 AM

this doesnt work for me at all! i followed the readme to the letter even started a new game with no mods and it still doesnt work.

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_Grey_
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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2759956 - 07/03/04 11:11 AM

Quote:

Sitting and sleeping. If you did nothing else but make sitting and sleeping possible you'd be worshipped as a god! Well, a demi-god, at least. :-)

Max


That's not possible using the same method...I tried it..it had worked if PlayGroup would be working on the player...but that it is possible to replace the animation - who didn't know that?...it would be possible, too, to replace the base Animations...but what would that be usefull for?

Hm...I think of one thing...make the player not blocking the right arm and hand bones while casting a Spell, so that he can fight with it, too...

Anyway, now someone showed the community it is possible...so...make use of that @all 3d Artists...

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maxpublic
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Re: [REL/DEMO] New Player Movement Animations [Re: _Grey_]
      #2759970 - 07/03/04 11:15 AM

Quote:

That's not possible using the same method...




I don't see why not. It seems to me that Lingarn's method would work equally well in this instance.

Max

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_Grey_
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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2759979 - 07/03/04 11:20 AM

oh...now I see your point...you mean sitting and sleeping for NPCs...yes, replacing some of the idle animations and then use PlayGroup on the NPCs...but it is not working for the player e.g. to make a climbing Animation for GhanBuriGhan's great mod

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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2759988 - 07/03/04 11:23 AM

ok this mod is awesome! it snot like a i use it on a regular basis but it does explain why ian was able to make his animations for Ren and such. its not like i use the mod on a normal basas cuz i look like a higher being gliding around like that! well it makes u look like ur god or a dolphine the way u move its awesome! check it out

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maxpublic
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Re: [REL/DEMO] New Player Movement Animations [Re: _Grey_]
      #2759991 - 07/03/04 11:24 AM

Quote:

oh...now I see your point...you mean sitting and sleeping for NPCs...yes, replacing some of the idle animations and then use PlayGroup on the NPCs...but it is not working for the player e.g. to make a climbing Animation for GhanBuriGhan's great mod




Yeah, you wouldn't need a sleeping animation for a PC. I mean, who's going to see it? ;-)

A sitting animation would be nice, but I think you'd have to link the animation to an activator via script, e.g., a clickable chair. Still, your sitting animation in this case wouldn't require disappearing legs or 'sitting pants'.

Max

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Erstam
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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2760034 - 07/03/04 11:42 AM

Did anyone ever get PlayGroup (or LoopGroup) to work on the player? I tried it once, but my character only stood still, and the player controls were disabled. I had to type "PlayGroup "Idle", 1" to release him from that state.

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760045 - 07/03/04 11:47 AM

Greetings.

Thank you all for the compliments and congratulations. They are appreciated, but there is an important addendum to my previous post...

After watchinthewheels posted, I've tried a few things to see what may have been causing the problem. It turns out that whenever you switch races in the editor, the animation file that was associated with an NPC is lost. The reason for this is no doubt to avoid accidental errors if you switch from, for instance, an Argonian to a Dark Elf -- the bipeds for the two are set up differently, so an animation for one wouldn't work with the other. Whatever the reason, the loss of animation file also happens when you switch races during character creation.

The easy way to fix the problem is just to open up the mod in the editor and switch the race for the "Player" NPC to whatever you want it to be, re-add the animation file, save the mod, and then go through character creation without changing the race. You can still change class, sex, and face/hair without worry. By default, it is set to "Dark Elf", the race I used for testing originally.

Rand0 -- No, I don't think it would work for Argonians. Mostly because their biped is set up differently than the one I used. And yes, you need to start a new game to see the animations.

Thank you all again for your support and compliments. I'm hoping that others will be encouraged to try this sort of thing as well.

Lingarn

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"...old farts like Lingarn..." -- Grumblepunk, 28/02/04

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2760060 - 07/03/04 11:52 AM

Quote:

its not like i use the mod on a normal basas cuz i look like a higher being gliding around like that!




Heh. I was quite amused the first time I glided off of a cliff because I forgot I was walking, not flying. A neat point is that player uses the walking animation when levitating, so with this animation set they really seem to fly...

Lingarn

--------------------
"...old farts like Lingarn..." -- Grumblepunk, 28/02/04

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760078 - 07/03/04 11:58 AM

This sound like a breakthrough. Have a trophy Lingarn.

I can't model myself and don't really understand how animation works, but I hope those who can will add many new animations.

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Lucypher
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2760111 - 07/03/04 12:13 PM

Could this replace the levitate animation?

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760128 - 07/03/04 12:20 PM

Would this animation work for an NPC as well?

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Hellwolve
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760162 - 07/03/04 12:31 PM

Would it be possible to script it so that the walking animation is only replaced if you're levitating?

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Nemon
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760209 - 07/03/04 12:47 PM

I took the liberty to capture this... video footage of new animation

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http://www.nemon.net/cgi/morrowindaddon_1.0.zip

Edited by Nemon (07/03/04 03:01 PM)

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HotFusion3
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760245 - 07/03/04 12:57 PM

The potential of this boogles the mind...

Would it be possible to add the spell-casting animation to the use of an enchanted item? This would fix a foundamental flaw in game balance. I'm afraid that the answer to this question might be "no," because the item use action doesn't alrady have an animation associated with it... but maybe someone'll prove me wrong.

A similar fix for potions would be wonderful!


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NoRemorse
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Re: [REL/DEMO] New Player Movement Animations [Re: HotFusion3]
      #2760280 - 07/03/04 01:11 PM

Outstanding! I'm glad somebody made a breakthrough. Some animations I'ld like to see besides the sleeping and sitting ones would be one that looks like a guy is moving papers around one a table. Like when you walk into a bar the person behind it...
or just some new walking anims also, instead of the weird ones that came in the game. new stances.

great job man!

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maxpublic
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Re: [REL/DEMO] New Player Movement Animations [Re: NoRemorse]
      #2760571 - 07/03/04 02:40 PM

Or how about a running animation that isn't so silly looking? Every time I see my character do this in third person I want to shout "Run, Forrest, run!"

Max

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Re: [REL/DEMO] New Player Movement Animations [Re: maxpublic]
      #2760605 - 07/03/04 02:54 PM

if any body is curious as to how one would look there are screenies in my page thing new movment1, nm2, nm3. Check them out

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OverrideB1
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2760653 - 07/03/04 03:12 PM

::Starts building The Temple of Lingarn ::

That is incredible, absolutely jaw-dropping. That animation would look so cool attached to levitation it's almost criminal to think about it.

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Bravo1
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Re: [REL/DEMO] New Player Movement Animations [Re: OverrideB1]
      #2760677 - 07/03/04 03:24 PM

Now imagine a custom animation for levitate in which you can hover like vivec...

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Acronomic
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Re: [REL/DEMO] New Player Movement Animations [Re: Bravo1]
      #2761291 - 07/03/04 06:44 PM

Wow, this is revolutionary news, great job on this! I have to try it once I get my computer working.

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Thepal
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2761609 - 07/03/04 08:27 PM

omg.... I actually need an animation just like that for my QfG mod... ^_^

Anyway, you rock

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mighty_joe_young
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Re: [REL/DEMO] New Player Movement Animations [Re: Thepal]
      #2761634 - 07/03/04 08:36 PM

nice,yes new stuff is gooooooddddd

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Cjad the Nord
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Re: [REL/DEMO] New Player Movement Animations [Re: mighty_joe_young]
      #2761687 - 07/03/04 08:50 PM

I am honestly suprised no one has brought up how this could effect combat! Imagine it! I mean, the only real looking combat stance I've seen are for the beast races, and when a biped holds a two handed (closed). Everything else is very amateur, like how they grip spears and staves. This could truley make the three standard attacks interesting! And with that in mind, it would make Combat Enhanced even more superb.

Lingarn, you truley have broken the latest barrier of Morrowind.

P.S. I thought of something else. That floating animation looks very evil. It would be possible to create a race to use that animation and cast them as a boss or another creature! I'm imagining giving that glide to Liches, that would be awesome!

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DragoonWraith
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Re: [REL/DEMO] New Player Movement Animations [Re: Cjad the Nord]
      #2761878 - 07/03/04 10:02 PM

Is it possible for you to assign that animation to one race only? Because I can think of some cool ideas for a floating race (psionics and such - don't go stealing my idea! jk). Anyway, if that's do-able, that'd be neat. I'd want the player to like, float along while moving (or maybe only while running), and then put their feet down when they stand still. It'd look cool. Or maybe that's just me. Anyway, I'm gonna test it at least until someone tells me it can't be done (or, will test it once I can get on the computer that's able to run Morrowind).

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Shanjaq
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2762135 - 07/03/04 11:22 PM

Awesome! would it be possible to add an Enchantment Casting animation?

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Mehrunes_Dagon
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Re: [REL/DEMO] New Player Movement Animations [Re: Shanjaq]
      #2762517 - 07/04/04 01:43 AM

Regarding the beast races, I believe that a beast race would not CTD because as far as I know they run off of a seperate animation file alltogether. Of course I don't have Max, therefore I'm not very skilled in the making of models and all associations with that.

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Erquille
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Re: [REL/DEMO] New Player Movement Animations [Re: Mehrunes_Dagon]
      #2762714 - 07/04/04 03:25 AM

Good work. That movement animation fits well with a 'Dark Mage' type of character.

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Re: [REL/DEMO] New Player Movement Animations [Re: Nemon]
      #2762728 - 07/04/04 03:33 AM

Quote:

I took the liberty to capture this... video footage of new animation




Outstanding....thats exactly how I imagine a levitation would look

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Re: [REL/DEMO] New Player Movement Animations [Re: Mehrunes_Dagon]
      #2762743 - 07/04/04 03:44 AM

Greetings.

A few things to reply to, in no particular order...

Mehrunes_Dagon: You are correct that they use a different base_anim file. What worries me is that I am applying the new animation file directly to a specific NPC (in this case, the player's Morrowind character). Since the new animation file was for a non-beast race, using it with a beast race could be complicated.

Shanjaq: I'm not sure that adding entirely new animations is possible. Right now, I'm replacing existing animations like walk, sneak, run, or various idle animations. I don't know that it is impossible, I just don't know how one would do it.

DragoonWraith: You apply this animation to each NPC individually in the editor. So if you only want them on one race, only apply the animations to the NPCs of that race.

OverrideB1: In messing with things, I've found that the Levitation animation is really just the walk animation appropriate for whatever combination of weapon/magic/nothing you have ready. So if you just cast levitate and move around with this mod active, you WILL use this animation while levitating.

Hellwolve: I'm not sure how that could be achieved. I don't know much about scripting, but the way this mod works is by basically hijacking the animation; the old animation is replaced by the animation I put in. Since levitation uses the walking animation, I don't quite see how one would switch it off?

MotokiMO, MC_Stalker: No, you shouldn't give up hope quite yet.

Though it is somewhat unrelated to player animations, I've made a couple of NPC idles that may be of interest. They are person standing and praying, a person kneeling down and praying and getting back up, and a person sitting down on the ground for about 35 seconds before getting back up. I've discovered that when you replace the individual animations, you are not bound by the constraints of the original base_anim file, at least with Idle animations. The sitting on the ground one, for instance, is somewhere around 600 frames long where the original Idle8 animation was only about 80. The important part is having the right animation key frames and notes on your note track...

Aside from having someone sit still for a long time without having to loop the animation, this also means that sufficiently creative people could create all sorts of long idle animations portraying a number of activities.

If you want to take a look, DOWNLOAD HERE.

Lingarn

P.S. -- Thanks for the compliments.

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2762750 - 07/04/04 03:50 AM

there must be *some* animation attached to the enchantment casting action because the players hands jerk for each casting. maybe it's just a broken animation or a dummy stand-in that was never fleshed out?

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2762763 - 07/04/04 04:00 AM

Quote:

Hellwolve: I'm not sure how that could be achieved. I don't know much about scripting, but the way this mod works is by basically hijacking the animation; the old animation is replaced by the animation I put in. Since levitation uses the walking animation, I don't quite see how one would switch it off?




Hmmm, yeah...I don't think the replacing could be done in-game, come to think of it...

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2762888 - 07/04/04 05:23 AM

OMG! This is truly wonderful news.

I've been away from Morrowind for a very long time, but every once in while I come back and check up on the forums in lurk mode. This is amazing though and inspired me to come out of it. I think I want to mod again and I've learned so much about max in the past year, I really want to contribute.

Aside from asethic idle animations the biggest thing I'm thinking of is new mounted animation. Mountable mods have a been a prime interest in the community for a long time but have always involved some sort of "sitting" or "mounted" mesh that replaces the legs and totally breaks continuity. With this new information though, we could create new mounted animation that doesn't affect the characters leg model's at all.

I tip my hat to you Lingarn and look forward to your next innovation.

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Re: [REL/DEMO] New Player Movement Animations [Re: scarab23]
      #2762910 - 07/04/04 05:43 AM

Outstanding!!!

just one question. do you have to keep the same lengths as the original animations, or could you do something like make the walk animation 100 frames instead of ten?

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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2763295 - 07/04/04 09:34 AM

Quote:

just one question. do you have to keep the same lengths as the original animations, or could you do something like make the walk animation 100 frames instead of ten?




With the idles, at least, you don't have to keep the same lengths. I'm not sure if it is the same for the walking/running/sneaking animations. (I was using the lengths from the base_anim file when I made them, and didn't try the longer stuff until last night.)

Lingarn

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2763601 - 07/04/04 12:09 PM

If it works in the idles then it should theoretically work for everything else too. If only I had some time to play with it.

have a few more of these just for fun

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2765131 - 07/04/04 08:36 PM

i have an idea for wizard casting the wizard would stand upright and left hand to his side, and his right hand writeing a magick glyph in the air

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2765144 - 07/04/04 08:42 PM

Great work, Lingarn. I'll be downloading and trying this out for sure.

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Re: [REL/DEMO] New Player Movement Animations [Re: Kaophyre]
      #2765159 - 07/04/04 08:46 PM

is it possible to use the CS to make it so it's only the walk animation? because this is truely awsome!

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2765270 - 07/04/04 09:35 PM

You sir have made e-history. I hope people jump on this stat.

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Re: [REL/DEMO] New Player Movement Animations [Re: Nodev2]
      #2765509 - 07/04/04 11:34 PM

I'm curious to see where this goes.

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2765731 - 07/05/04 12:58 AM

WOOOOW!

The praying and sitting animations are great!
Keep up the good work...

Make projectss moddersss!

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Re: [REL/DEMO] New Player Movement Animations [Re: Song_of_Quetzalcoatl]
      #2765793 - 07/05/04 01:23 AM

if you make a new animations mod, i think an awesome animation would be the same kind of travel that Magus uses in chrono trigger. i always loved that ^_^


and
sweeeeeeeeeeeeeeeeeet


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Re: [REL/DEMO] New Player Movement Animations [Re: Dulatus]
      #2766478 - 07/05/04 08:38 AM

Besides actually remaking the animations that looks bad, the bad idle animation etc. It would be quite cool, just for the visuals sake, to have emote animations. It could also be used ingame, to add some really cool stuff. Maybe emotes that activate scripts. Like waving to a npc, and he, she waves back. or maybe wave at the guards in a keep to lower down the drawbridge. I dont know, but emotes would just be visually cool, and fun.

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Re: [REL/DEMO] New Player Movement Animations [Re: C_Mireneye]
      #2766497 - 07/05/04 08:49 AM

I'm hoping for some new combat animations, more in the beast style, where thet hold their weapons more realistically. Idle and walk animations could also be improved.

The thing I really hope for, is a new sneak animation. If anyone's played Thief: DS, that's the look I'm hoping for.

Emotes would also be interesting, it would allow to interact more with the NPCs.

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Re: [REL/DEMO] New Player Movement Animations [Re: scarab23]
      #2767551 - 07/05/04 03:20 PM

Quote:

OMG! This is truly wonderful news.

............
Aside from asethic idle animations the biggest thing I'm thinking of is new mounted animation. Mountable mods have a been a prime interest in the community for a long time but have always involved some sort of "sitting" or "mounted" mesh that replaces the legs and totally breaks continuity. With this new information though, we could create new mounted animation that doesn't affect the characters leg model's at all.

I tip my hat to you Lingarn and look forward to your next innovation.



Yes, indeed. I wish I wasn't such an idiot when it came to animation. Hope someone picks up on this. Great work Lingarn!

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Song_of_Quetzalcoatl
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Re: [REL/DEMO] New Player Movement Animations [Re: Acronomic]
      #2767563 - 07/05/04 03:23 PM

Maybe animations of smiths working on blades , or people drinking in taverns ...people sleeping on beds , sitting on chairs ...



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Re: [REL/DEMO] New Player Movement Animations [Re: Song_of_Quetzalcoatl]
      #2768668 - 07/05/04 08:50 PM

Quote:

people sleeping on beds , sitting on chairs ...





It is certainly possible to make an animation with a person sitting down on a chair or sleeping on a bed...

My question is, though, how do you get the NPC to know where the chair is, and sit down properly? It'd be a bit silly to have the NPC sit down half off of a chair, or sleep on a bed that isn't there...

Lingarn

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Song_of_Quetzalcoatl
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2769177 - 07/05/04 10:59 PM

mmmmm goood point

maybe the NPC would have be always sitting, or always sleeping



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Song_of_Quetzalcoatl
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2769530 - 07/06/04 01:02 AM

Hey Lingarn are you planning more updates?

PLEASE SAY YES!

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2770282 - 07/06/04 06:51 AM

Quote:

It is certainly possible to make an animation with a person sitting down on a chair or sleeping on a bed...

My question is, though, how do you get the NPC to know where the chair is, and sit down properly? It'd be a bit silly to have the NPC sit down half off of a chair, or sleep on a bed that isn't there...




Thats the scripters problem and there are many talented scripters here who can easily do it. But what is really needed is the sitting animation and the riding animation so people can stop using the pants approach.

For example if the chair has a script on it, it could use getpos to know its own position, and if you clicked on it it could sit you on it. (isnt there a German mod that already does that but using pants)

A more advanced system could report its position into globol variables for nearby npcs to use perhaps triggered by their voices so they would occasionally sit down on a chair near them as they walk about.

To simplify that a bar npc script could be made that could be put on npc's so they would do it without relying on voices.

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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2770832 - 07/06/04 11:24 AM

Humm, yeah, something like an "on activate" type script attached to chairs that would simply *ZAPP* the player or npc to coordinates and rotation matching the chair's (if the transition animation can't be done from any direction). Idle animations played when sitting couldn't use tables for elbows, but at least one of the very much used types of chairs has these (whatchamacallit) thingies to rest your elbows, so characters could be made to look more comfortable and natural than in Ghan's sitting npc mod. Different chairs would need different animation. And maybe the NPC's would only get up by quest scripting, or when their flee or attack ratings raise above a certain value. When they get up they might use the same thing that happens to the player when one writes "fixme" in the console...? If the scripting is impossible enough, maybe Aerlorn's MWE could help. I admit this is merely fumbling in the dark, since i don't know much about anything... (and i'm guessing Aerlorn is getting fed up when people think his utility is the ultimate answer to everything [tm] )

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Re: [REL/DEMO] New Player Movement Animations [Re: GoddamnHippie]
      #2771130 - 07/06/04 01:20 PM

First, wow. Truly spectacular! Second, bump. ^^

Third, wow again.



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Re: [REL/DEMO] New Player Movement Animations [Re: Araiyu]
      #2771150 - 07/06/04 01:27 PM

Got to say wow too, really truly ground breaking work here! Thank you! Well done!

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Re: [REL/DEMO] New Player Movement Animations [Re: scifiguy52]
      #2771777 - 07/06/04 04:25 PM

Quote:

is it possible to use the CS to make it so it's only the walk animation? because this is truely awsome!




anybody?

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: scifiguy52]
      #2772008 - 07/06/04 05:27 PM

If I understand correctly, you only want the walk animation replaced, not run or sneak?

And only for your character, or for more of them? It isn't actually possible with the file I released, but it is quite easy for me to delete a couple of animations and just give you the walk...

Lingarn

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2772416 - 07/06/04 07:13 PM

just for my character, as i am a lich, but my friend is not (he plays morrowind at my house, i dont think he would be too happy to float everywhere), and yes, only walk, not run or sneak, for the previous reason, so if you would be able to make it just walk i would be very greatful

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2772670 - 07/06/04 08:23 PM

wow

I really like the praying animations ^.^

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2783910 - 07/09/04 10:39 AM

Hi,
great job!

What about the shadows?
All Npcs with your great animations have something like a "basic" shadow. How can I change this?

Greetings

Ygdra

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Song_of_Quetzalcoatl
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Re: [REL/DEMO] New Player Movement Animations [Re: Ygdra]
      #2789341 - 07/10/04 07:42 PM

Any news?

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Irarak
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2790981 - 07/11/04 04:45 AM

Having that levitation-like animation for walk would be perfect for my character! I hope you finish it soon...

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2795442 - 07/12/04 06:18 AM

Just need to say my enthusiasm to see this thread and to grab the mini mods/tests you provide for the communauty. You are a great modder.
Evident but usefull to mention this fact and bump this wonderfull animation enterprise!

ex WIP ASIAN NINJA PACK
new WIP ASIAN NINJA PACK


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Song_of_Quetzalcoatl
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Re: [REL/DEMO] New Player Movement Animations [Re: TSURUGA]
      #2817227 - 07/16/04 11:04 PM

ANY UPDATES?

Please dont tell me this animation projects are dead

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Re: [REL/DEMO] New Player Movement Animations [Re: Song_of_Quetzalcoatl]
      #2817620 - 07/17/04 01:22 AM

*sigh* Not dead. However these things do take time .

They'll post when they have something.

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Re: [REL/DEMO] New Player Movement Animations [Re: DarkDiva]
      #2817756 - 07/17/04 02:09 AM

Lingarn, dude, this is great, you should join some sort of big team project

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: DarkDiva]
      #2817775 - 07/17/04 02:18 AM

Quote:

*sigh* Not dead. However these things do take time .





I concur, time is a necessary thing. And generally in short order, of late, which is why I haven't been updating. I should have those few simple things (no shadows in the animation files, and the walk only files) done this weekend. Other things will be done as time permits.

Sorry for the lack of word, but time is a very limited thing. And when I get new ideas, I have the attention span of a ferret in a silver closet.

Lingarn

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2824014 - 07/18/04 11:57 PM

Greetings.

Here are those shadowless, and just walking animations: Link

Enjoy.

Lingarn

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2824047 - 07/19/04 12:08 AM

Hey that is very cool ....Could be substituited the animation of the player when it flyie to a more goodlooking one? anyway what about making a tutorial on this?

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: PROMETHEUS_ts]
      #2824216 - 07/19/04 01:20 AM

Greetings.

First: When a player is levitating (I assume this is what you mean by flying), they use the same animations they use for walking.

Second: As far as a tutorial goes, anyone who can animate a creature, or perhaps even an activator should be able to do this sort of animation. The reason I say this is that it is almost exactly the same as creature animation, and has many similarities to activator animation (i.e. the note track, etc.).

One important thing is that the animations I've done are based on the animation template files given out by Maverique some time (months? A year?) ago. They already have a note track on the Bip01 object, which should give you the hint that that is where you put your notes. There is no Root Bone; instead, you use Bip01. As long as you use the proper notes (LordDrake long ago put out an "Animation Map" with all of the keyframes and notes for the base_anim file. You can see it yourself if you just load base_anim in the editor as a creature), your animations can go in any order, and (at least the idles) don't have to be the same length as the original base_anim idles.

So a tutorial would be more or less:
1. Download the blank animation templates provided by Maverique (and if anyone could put up a link, I'd be grateful)
2. Animate the Biped
3. Add notes to the Note Track on Bip01 (see the tutorials in the TES:CS forum, or Lady E's site, or Thanos_of_Titan's site for note track help)
4. Export
5. Add to an NPC or the NPC "Player" for player animations

And that's more or less it. With the file set up as it is, all you have to do is make the animations and set the notes on the note track. No messing with a bounding box or setting up a skeleton or linking things or anything.

To get the NPC to constantly repeat your animation, if it's an idle, you just switch their AI so that they have a high chance of doing that one and low of doing anything else. If it is for the Player, remember that they'll have to start a new game without switching the default race in the race menu to see the animation -- Switching the race of an NPC (or switching races during character creation) removes the animation file from that NPC. (Switching sex, head, hair, and class do not remove the animation file).

Sorry if this doesn't make sense; a sensible person would have been in bed hours ago, where I am. If you have further questions, feel free to ask.

Lingarn

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2826147 - 07/19/04 03:42 PM

blank animation templates from Thanos Tower

good job on the new animations. and is it normal that when these blank animation files are opened a box pops up and says 'obsolete data format found -- please resave file'? also do you have to use these files to make the new animations on or can you just set up your own biped?

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Edited by sisco (07/19/04 03:52 PM)

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Re: [REL/DEMO] New Player Movement Animations [Re: sisco]
      #2826367 - 07/19/04 04:40 PM

Wow. When i last time was around these forums, animating NPC was impossible. Now, miracle has happened. Question: Hey, is it possible to change weapon draw animation, so player would draw weapon from his back instead of hip with current animating abilities? Or even change attack animations to something more exotic than morrowinds current hack'n'slash?

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Lingarn
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Re: [REL/DEMO] New Player Movement Animations [Re: MaaZeus]
      #2826591 - 07/19/04 05:26 PM

Greetings.

Sisco -- Thanks for putting up the link!

Morrowind's animations, and consequently those template files, were made using 3ds max 4.2. The "obsolete data" message means you are opening the files in a more advanced version, probably 5.

I don't know if you have to use these files, or can set up your own; there were a couple of things (the quad patch, for instance) that I don't know the function of, so I generally do use the template.

MaaZeus: Yes, you should be able to replace any of the animations. I have not done so, as of yet, but I have no reason to believe the fighting animations can't be replaced.

I think I may have a few new idles ready soon... We'll see how things go.

Lingarn

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2827001 - 07/19/04 07:09 PM

I'm using 4.2 Maybe there are different versions of 4.2? i don't know. i tried doing an animation by setting up my own biped. i didn't add a weapon or shield bone and the cs complained about it. So i added them. the cs didn't complain it just ctd. so you probably should use the template files.

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2827661 - 07/19/04 10:24 PM

You've inspired me. for practice i'm trying to make a simple animation in place of Idle9. in this animation i'm simply moving the head around for a few frames. so the transform marks in the track view (the little gray circles-I don't know what they're called) are on the Bip01 Neck tree. so that's where i put my notes and put the keys(Idle9: Start , Idle9: Stop). my animation plays in the preview window of the cs and you can press the animation button in the npc box and see under animation groups 'Idle9' and it's group frame properties. but when i tried to put my npc in game it says 'animation keyframes do not belong to anim groups'. so i tried putting my keys in the Bip01 notes and took them out of Bip01 neck. that made all the stuff that worked before not work but took away that error message when i put it in game. but in game it's the regular idle9 animation. so i went back to 3d max and put the keys back in the Bip01 neck notes track and left the keys in the Bip01 note track and now i'm back where i started. if you understood anything i was talking about please lead me in the right direction and tell me what i'm doing wrong and right. thank you.

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2827691 - 07/19/04 10:33 PM

wow in my eyes this is a HUDGE break threw, and its so simple!!!

this is incredible and must be a kick in the *explit deleated* for all the people who said it was imposible

great job

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Thepal
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2827772 - 07/19/04 10:58 PM

Actually, most people said it was basically impossible unless Bethesda released the animation files. Which they did, allowing us to make animations

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: Thepal]
      #2829322 - 07/20/04 12:07 PM

bump

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Re: [REL/DEMO] New Player Movement Animations [Re: Thepal]
      #2835750 - 07/22/04 01:03 AM

What happens if you change one of the animation files included on the CS cd and put it in the meshes floder like a graphic replacer pack dose?

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2835944 - 07/22/04 01:55 AM

can't import animations to change them.

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Re: [REL/DEMO] New Player Movement Animations [Re: sisco]
      #2836155 - 07/22/04 03:11 AM

*sigh* it would have been so much easier if Bethesda had released some tutorials

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: sisco]
      #2841346 - 07/23/04 10:27 AM

I got an animation to play just not at the right time. i put the keys in the note track on Bip01 named them Idle9: Start , Stop, Loop Start, Loop Stop. but in game instead of playing in the Idle9 spot if plays when the npc notices the player and says the 'what is this about?' stuff. does anyone know what i could be doing wrong?

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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2841599 - 07/23/04 11:51 AM

Wow! This breakthough makes me want to install Morrowind again

Any chance to see new animations tailored to the better bodies project ?

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Re: [REL/DEMO] New Player Movement Animations [Re: Sabba]
      #2949443 - 08/20/04 12:19 AM

From what I've gathered, "Sitting" and "Lying down" and other animations which would require the player or an NPC to be in one position and idle there consistantly... well, it won't work if you're only using one IDLE track, will it?

But what about several? How's this for a theory-
Code:

Idle7 - Start
NPC begins to sit,
moves downward with legs bent, etc.
and completes the sit
- Stop
NPC is left in the sitting position.
Idle8 - Start
NPC picks up where they left off,
that is, sitting down.
Whole Idle8 track is the NPC sitting,
shifting in their seat, or some other sitting anim.
- Stop
Idle9 - Start
Picks up where 8 left off,
and goes through 7 in reverse,
for a proper standing animation.
Final position is that of any normal Idle stance.



Actually, using this method, you could theoretically create an entire range of sitting motions, such as turning around, drinking from a mug, or reading a book- as long as the sit/stand idles cap all the others, you're cool.
And how is this useful if things shift randomly?
All NPCs have their AI idle settings... you'd have to specify an NPC meant to sit or lie down, just as you would an NPC dancer... but as long as their idle group was set between the sit and stand motions, you'd have a wide variety of idles available. Using a script, you CAN specify an animation to play once, and then set their AI to whatever range you prefer- and then specify the ending "Stand" idle when you want them to resume normal functions like walking around.

The downside to this is, if they're attacked, it will look very bizarre for them to break out of sitting, drinking a mug of ale to (in one frame) glaring in your face with an axe drawn. Being hit would also cause a weird glitch like that... but the point is, there's your method for sitting.

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Pest1lence_
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Re: [REL/DEMO] New Player Movement Animations [Re: Kieve]
      #2949568 - 08/20/04 01:08 AM

That's the point I was going to bring up, what if you attack someone while sitting, how would it go and play throgh Idle 7 in reverse before drawing the weapon?

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1322982
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Re: [REL/DEMO] New Player Movement Animations [Re: Lingarn]
      #2949592 - 08/20/04 01:30 AM

Quote:

Greetings.




MaaZeus: Yes, you should be able to replace any of the animations. I have not done so, as of yet, but I have no reason to believe the fighting animations can't be replaced.


Lingarn




im praying for kicking. not now, not even this year, but some day.

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sisco
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Re: [REL/DEMO] New Player Movement Animations [Re: Pest1lence_]
      #2949613 - 08/20/04 01:37 AM

Maybe make put in a StopCombat in a while loop while they're doing the animation and check if they are attacked and if they are let them finish out the idle then put in a StartCombat.

Something like this ( not an actual script )
short attacked
short OnPCHitMe
while ( npc is doing idle )
StopCombat
set attacked to ( OnPCHitMe ) ;will be set to one if attacked by pc
endwhile

if ( attacked == 1 )
StartCombat, Player
EndIf


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Thepal
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Re: [REL/DEMO] New Player Movement Animations [Re: Kieve]
      #2949758 - 08/20/04 03:10 AM

Quote:

From what I've gathered, "Sitting" and "Lying down" and other animations which would require the player or an NPC to be in one position and idle there consistantly... well, it won't work if you're only using one IDLE track, will it?

But what about several? How's this for a theory-




You only need the one idle.

Beginning = Going from standing to sitting
Loop = Sitting position
Ending (after loop) = Going from sitting to standing

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Re: [REL/DEMO] New Player Movement Animations [Re: Thepal]
      #2949934 - 08/20/04 04:45 AM

gorgeous stuff....
but is anyone working on this ?

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C_Mireneye
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Re: [REL/DEMO] New Player Movement Animations [Re: ]
      #2950447 - 08/20/04 09:38 AM

One of those rare things these days, that makes the game feel newer.

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Re: [REL/DEMO] New Player Movement Animations [Re: C_Mireneye]
      #2950714 - 08/20/04 11:47 AM

how would these new animations work if the player or npc is wearing clothes?

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Re: [REL/DEMO] New Player Movement Animations [Re: Renzeekin]
      #2951173 - 08/20/04 02:35 PM

They would work just fine. The animation file is sort of a "skeleton" that dictates the movements of the meshes involved, but it's actually separate from them, at least in the case of NPCs and the player.

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Renzeekin
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Re: [REL/DEMO] New Player Movement Animations [Re: Kieve]
      #2951187 - 08/20/04 02:38 PM

i see!
then i hope someone makes a riding stance for madmax's riding script

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stargate525
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Re: [REL/DEMO] New Player Movement Animations [Re: Renzeekin]
      #2969842 - 08/25/04 05:44 PM

is any of this still in progress?

if it is, this is too cool for the ninth page

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Re: [REL/DEMO] New Player Movement Animations [Re: Renzeekin]
      #2985735 - 08/30/04 04:50 AM

It would be perfect! Just an alteration of the sneak posture actually used in the genius MadMax's scripts. I doubt to have a chance to perform this animation change myself but I hope someone like Lingarn or another one with can do it! We need a riding correct stance it's sure, I'm not satisfy by the equip saddle stuff solution.

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andyguy
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Re: [REL/DEMO] New Player Movement Animations [Re: TSURUGA]
      #2989159 - 08/31/04 02:33 AM

Ian did a full set of really cool animations for his Mog Mod. I know they aren't meant for 1st person, but could the player still use them for 3rd using the method in here?

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Re: [REL/DEMO] New Player Movement Animations [Re: andyguy]
      #2989576 - 08/31/04 07:49 AM

I guess the Mog s animation applid to a human, or other race would just look very stupid. Beacuse it would try to fit everything into animationscheme and the mog and human/other race use different amount of bones etc. I believe.

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Re: [REL/DEMO] New Player Movement Animations [Re: C_Mireneye]
      #2989653 - 08/31/04 08:37 AM

I wish someone can create flying animation which mean head at the front leg at the back and lean forward almost 45 degree.(not levitation with straigth body and static foot as video above)

Edited by ahshang (08/31/04 08:37 AM)

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