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Corrections for extended weapon animations feature
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3 changed files with 77 additions and 4 deletions
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@ -164,6 +164,8 @@
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Feature #5098: Allow user controller bindings
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Feature #5121: Handle NiTriStrips and NiTriStripsData
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Feature #5122: Use magic glow for enchanted arrows
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Feature #5131: Custom skeleton bones
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Feature #5132: Unique animations for different weapon types
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Task #4686: Upgrade media decoder to a more current FFmpeg API
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Task #4695: Optimize Distant Terrain memory consumption
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Task #4789: Optimize cell transitions
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@ -139,7 +139,7 @@ namespace MWMechanics
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ESM::Weapon::AxeTwoHand,
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{
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/* short group */ "2b",
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/* long group */ "bluntwohand",
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/* long group */ "blunttwohand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 AxeTwoClose",
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@ -153,7 +153,7 @@ namespace MWMechanics
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ESM::Weapon::BluntTwoClose,
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{
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/* short group */ "2b",
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/* long group */ "bluntwohand",
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/* long group */ "blunttwohand",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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/* sheath bone */ "Bip01 BluntTwoClose",
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@ -222,7 +222,7 @@ namespace MWMechanics
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{
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ESM::Weapon::MarksmanThrown,
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{
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/* short group */ "1h",
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/* short group */ "1t",
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/* long group */ "throwweapon",
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/* sound ID */ "Item Weapon Blunt",
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/* attach bone */ "Weapon Bone",
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@ -203,8 +203,79 @@ Shield holstering is not supported at the moment since it conflicts with any mod
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An example of a mod which uses this feature is `Weapon Sheathing`_.
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Skeleton extensions
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-------------------
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It is possible to inject custom bones into actor skeletons:
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::
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[Game]
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use additional anim sources = true
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If this setting is enabled, OpenMW will seek for modified skeletons in the ``Animations/[skeleton name]`` folder in your ``Data Files``.
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For example, the biped creature skeleton folder is ``Animations/xbase_anim``, the female NPCs skeleton folder is ``Animations/xbase_anim_female``,
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the beast race skeleton folder is ``Animations/xbase_anim_kna``.
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Note that these are the third person view skeletons, and the first person view skeleton will have a different name.
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OpenMW scans every NIF file in such a folder for nodes which have "BONE" NiStringExtraData.
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It is recommended to give such nodes names that start with "Bip01 " so that the mesh optimizer doesn't try to optimize them out.
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Then OpenMW copies all found nodes to related skeleton. To determine the bone to which the new node should be attached,
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OpenMW checks the name of the parent node of the new node in the original NIF file.
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For example, to attach a custom weapon bone, you'll need to follow this NIF record hierarchy:
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::
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NiNode "root"
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NiNode "Bip01 L Hand"
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NiNode "Weapon Bone Left"
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NiStringExtraData "BONE"
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OpenMW will detect ``Weapon Bone Left`` node and attach it to ``Bip01 L Hand`` bone of the target skeleton.
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An example of a mod which uses this feature is `Weapon Sheathing`_.
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Extended weapon animations
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--------------------------
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It is possible to use unique animation groups for different weapon types.
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They are not mandatory, and the currently hardcoded weapon types will fall back to existing generic animations.
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Every weapon type has an attack animation group and a suffix for the movement animation groups.
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For example, long blades use ``weapononehand`` attack animation group, ``idle1h`` idle animation group, ``jump1h`` jumping animation group, etc.
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This is the full table of supported animation groups:
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Weapon type | Animation group | Movement suffix | Attack (fallback) | Suffix (fallback) |
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+===============+===================+==================+======================+=======================+
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| Short blade | shortbladeonehand | 1s | weapononehand | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Long blade 1H | weapononehand | 1h | | |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Long blade 2H | weapontwohand | 2c | | |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Blunt 1H | bluntonehand | 1b | weapononehand | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Blunt 2H | blunttwohand | 2b | weapontwohand | 2c |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Axe 1H | bluntonehand | 1b | weapononehand | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Axe 2H | blunttwohand | 2b | weapontwohand | 2c |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Blunt 2H wide | weapontwowide | 2w | weapontwohand | 2c |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Spear | weapontwowide | 2w | weapontwohand | 2c |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Bow | bowandarrow | bow | | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Crossbow | crossbow | crossbow | | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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| Thrown | throwweapon | 1t | | 1h |
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+---------------+-------------------+------------------+----------------------+-----------------------+
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.. _`Graphic Herbalism`: https://www.nexusmods.com/morrowind/mods/46599
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.. _`OpenMW Containers Animated`: https://www.nexusmods.com/morrowind/mods/46232
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.. _`Glow in the Dahrk`: https://www.nexusmods.com/morrowind/mods/45886
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.. _`Almalexia's Cast for Beasts`: https://www.nexusmods.com/morrowind/mods/45853
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.. _`Weapon sheathing`: https://www.nexusmods.com/morrowind/mods/46069`
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.. _`Weapon sheathing`: https://www.nexusmods.com/morrowind/mods/46069
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