South8028 Posted August 2, 2023 Share Posted August 2, 2023 (edited) Shadeanimator wrote that vanilla annotations exist to synchronize a group of actors on the first frame. This means that if a group of characters plays different animations, but they have an annotation for synchronization in the first frame, then these animations are played synchronously, interaction is performed. In what vanilla hkx do you think we should look for examples of this annotation? What other annotations have you found?I only know annotations: SoundPlay.xxx (plays a sound from the list of descriptors), AnimObj (Load, Draw,Unequip) draws any object from the AnimObj list of the actor (for example, a mop in the hands of cleaners, or gas welding, or anything, even animated objects gamebryo). faceemotion. AnimFaceArchetypeXXX (draws the actor's facial expression). What other annotations are there? Do you have a list of annotations? Edited August 2, 2023 by South8028 Link to comment Share on other sites More sharing options...
RaidersClamoring Posted August 3, 2023 Share Posted August 3, 2023 Is it these? I don't actually remember where I found them. I was looking for actionable anim events. But these aren't exclusively events I think. Although the '-Handler' parts kind of suggest they can at least be used as such.weaponFire : WeaponFireHandlerweaponSwing : WeaponSwingHandlerweaponAttach : WeaponAttachHandlerweaponDetach : WeaponDetachHandlerAttackWinStart : AttackWinStartHandlerAttackWinEnd : AttackWinEndHandlerattackStop : AttackStopHandlerbashStop : AttackStopHandlerrecoilStop : RecoilStopHandlerMLh_SpellFire_Event : LeftHandSpellFireHandlerMRh_SpellFire_Event : RightHandSpellFireHandlerVoice_SpellFire_Event : VoiceSpellFireHandlerBeginCastLeft : LeftHandSpellCastHandlerBeginCastRight : RightHandSpellCastHandlerBeginCastVoice : VoiceSpellCastHandlerBeginWeaponDraw : WeaponBeginDrawHandlerBeginWeaponSheathe : WeaponBeginSheatheHandlerCameraOverrideStart : CameraOverrideStartHandlerCameraOverrideStop : CameraOverrideStopHandlerweaponDraw : WeaponDrawHandlerweaponSheathe : WeaponSheatheHandlerHitFrame : HitFrameHandlerpreHitFrame : AnticipateAttackHandlerstaggerStop : StaggeredStopHandleridleChairSitting : ChairEnterHandleridleChairSittingNoPerspectiveSwitch : ChairEnterHandleridleBedSleeping : BedEnterHandleridleChairGetUp : ChairFurnitureExitHandleridleBedGetUp : BedFurnitureExitHandleridleSleepGetUp : BedFurnitureExitHandlerKillActor : KillActorHandlerFlightTakeOff : FlightTakeOffHandlerFlightCruising : FlightCruisingHandlerFlightHovering : FlightHoveringHandlerFlightLanding : FlightLandingHandlerFlightPerching : FlightPerchingHandlerFlightLanded : FlightLandHandlerFlightLandEnd : FlightLandEndHandlerFlightAction : FlightActionHandlerFlightActionEntryEnd : FlightActionEntryEndHandlerFlightActionEnd : FlightActionEndHandlerFlightActionGrab : FlightActionGrabHandlerFlightActionRelease : FlightActionReleaseHandlerFlightCrashLandStart : FlightCrashLandStartHandlerHeadTrackingOn : HeadTrackingOnHandlerHeadTrackingOff : HeadTrackingOffHandlerBowDrawn : BowDrawnHandlerBowRelease : BowReleaseHandlerarrowAttach : ArrowAttachHandlerarrowDetach : ArrowDetachHandlerbowReset : ArrowDetachHandlerInterruptCast : InterruptCastHandlersummonStop : EndSummonAnimationHandlerPickNewIdle : PickNewIdleHandlerDeathStop : DeathStopHandlerActivationDone : ActionActivateDoneHandlerStopHorseCamera : StopHorseCameraHandlerKillMoveStart : KillMoveStartHandlerKillMoveEnd : KillMoveEndHandlerpairedStop : PairedStopHandlerCameraShake : CameraShakeHandlerDeathEmote : DeathEmoteHandlerStartMotionDriven : MotionDrivenHandlerStartAnimationDriven : AnimationDrivenHandlerStartAllowRotation : AllowRotationHandlerAddRagdollToWorld : AddRagdollHandlerRemoveRagdollFromWorld : RemoveRagdollHandlerRemoveCharacterControllerFromWorld : RemoveCharacterControllerHandlerGetUpStart : GetUpStartHandlerGetUpEnd : GetUpEndHandlerMountEnd : MountDismountEndHandlerDismountEnd : MountDismountEndHandlerEnableBumper : EnableCharacterBumperHandlerDisableBumper : DisableCharacterBumperHandlerenableCollision : EnableCollisionHandlerdisableCollision : DisableCollisionHandlerstartFloating : StartFloatingHandlerstopFloating : StopFloatingHandlerAnimObjLoad : AnimationObjectLoadHandlerAnimObjDraw : AnimationObjectDrawHandlerEnableCharacterPitch : EnableCharacterPitchHandlerDisableCharacterPitch : DisableCharacterPitchHandlerJumpBegin : JumpAnimEventHandlerIdleDialogueLock : IdleDialogueEnterHandlerIdleDialogueUnlock : IdleDialogueExitHandlerNPCAttach : NPCAttachHandlerNPCDetach : NPCDetachHandlerreloadState : ReloadStateChangeHandlerreloadComplete : ReloadCompleteHandlerpowerAttackStop : AttackStopHandlersightedState : SightedStateChangeHandlerattackState : AttackStateHandlerattackState0 : AttackStateHandler0attackState1 : AttackStateHandler1attackState2 : AttackStateHandler2attackState3 : AttackStateHandler3attackState4 : AttackStateHandler4relaxedState : RelaxedStateChangeHandleralertState : AlertStateChangeHandlerreadyState : ReadyStateChangeHandlergunDownState : GunDownStateChangeHandlersneakState : SneakStateChangeHandlerReevaluateGraphState : ReevaluateGraphStateHandlerUncullBone : UncullBoneHandlerCullFurnitureBone : CullFurnitureBoneHandlerUncullFurnitureBone : UncullFurnitureBoneHandlerCullWeapons : CullWeaponsHandlerUncullWeapons : UncullWeaponsHandlerIdleFlavor : IdleFlavorHandlerPerformActivation : PerformActivationHandlerAttachReference : AttachReferenceHandlerFaceEmotion : FaceEmotionalIdleHandlerUseStimpak : UseStimpakHandlerUseStealthBoy : UseStealthBoyHandlerFadeAwakeSound : AwakeSoundFadeHandlerStopAwakeSound : AwakeSoundStopHandlerPauseAwakeSound : AwakeSoundPauseHandlerResumeAwakeSound : AwakeSoundResumeHandlerPairedAttackDialogueHandler : PairedAttackDialogueHandlerStartVoice : StartPCapVoiceHandlerEjectShellCasing : EjectShellCasingHandlerSandManKill : SandManKillHandlerKnockdown : KnockdownHandlerDoNotInterrupt : DoNotInterruptAnimationHandlerSyncDeferDeath : SyncDeferDeathHandlerEarlyExit : SyncEarlyExitHandlerDesyncInteraction : DesyncInteractionHandlerRagdollAndGetUp : RagdollAndGetUpHandlerUpdateSighted : UpdateSightedHandler Link to comment Share on other sites More sharing options...
South8028 Posted August 3, 2023 Author Share Posted August 3, 2023 (edited) Is it these? I don't actually remember where I found them. I was looking for actionable anim events. But these aren't exclusively events I think. Although the '-Handler' parts kind of suggest they can at least be used as such. weaponFire : WeaponFireHandlerweaponSwing : WeaponSwingHandlerweaponAttach : WeaponAttachHandlerweaponDetach : WeaponDetachHandlerAttackWinStart : AttackWinStartHandlerAttackWinEnd : AttackWinEndHandlerattackStop : AttackStopHandlerbashStop : AttackStopHandlerrecoilStop : RecoilStopHandlerMLh_SpellFire_Event : LeftHandSpellFireHandlerMRh_SpellFire_Event : RightHandSpellFireHandlerVoice_SpellFire_Event : VoiceSpellFireHandlerBeginCastLeft : LeftHandSpellCastHandlerBeginCastRight : RightHandSpellCastHandlerBeginCastVoice : VoiceSpellCastHandlerBeginWeaponDraw : WeaponBeginDrawHandlerBeginWeaponSheathe : WeaponBeginSheatheHandlerCameraOverrideStart : CameraOverrideStartHandlerCameraOverrideStop : CameraOverrideStopHandlerweaponDraw : WeaponDrawHandlerweaponSheathe : WeaponSheatheHandlerHitFrame : HitFrameHandlerpreHitFrame : AnticipateAttackHandlerstaggerStop : StaggeredStopHandleridleChairSitting : ChairEnterHandleridleChairSittingNoPerspectiveSwitch : ChairEnterHandleridleBedSleeping : BedEnterHandleridleChairGetUp : ChairFurnitureExitHandleridleBedGetUp : BedFurnitureExitHandleridleSleepGetUp : BedFurnitureExitHandlerKillActor : KillActorHandlerFlightTakeOff : FlightTakeOffHandlerFlightCruising : FlightCruisingHandlerFlightHovering : FlightHoveringHandlerFlightLanding : FlightLandingHandlerFlightPerching : FlightPerchingHandlerFlightLanded : FlightLandHandlerFlightLandEnd : FlightLandEndHandlerFlightAction : FlightActionHandlerFlightActionEntryEnd : FlightActionEntryEndHandlerFlightActionEnd : FlightActionEndHandlerFlightActionGrab : FlightActionGrabHandlerFlightActionRelease : FlightActionReleaseHandlerFlightCrashLandStart : FlightCrashLandStartHandlerHeadTrackingOn : HeadTrackingOnHandlerHeadTrackingOff : HeadTrackingOffHandlerBowDrawn : BowDrawnHandlerBowRelease : BowReleaseHandlerarrowAttach : ArrowAttachHandlerarrowDetach : ArrowDetachHandlerbowReset : ArrowDetachHandlerInterruptCast : InterruptCastHandlersummonStop : EndSummonAnimationHandlerPickNewIdle : PickNewIdleHandlerDeathStop : DeathStopHandlerActivationDone : ActionActivateDoneHandlerStopHorseCamera : StopHorseCameraHandlerKillMoveStart : KillMoveStartHandlerKillMoveEnd : KillMoveEndHandlerpairedStop : PairedStopHandlerCameraShake : CameraShakeHandlerDeathEmote : DeathEmoteHandlerStartMotionDriven : MotionDrivenHandlerStartAnimationDriven : AnimationDrivenHandlerStartAllowRotation : AllowRotationHandlerAddRagdollToWorld : AddRagdollHandlerRemoveRagdollFromWorld : RemoveRagdollHandlerRemoveCharacterControllerFromWorld : RemoveCharacterControllerHandlerGetUpStart : GetUpStartHandlerGetUpEnd : GetUpEndHandlerMountEnd : MountDismountEndHandlerDismountEnd : MountDismountEndHandlerEnableBumper : EnableCharacterBumperHandlerDisableBumper : DisableCharacterBumperHandlerenableCollision : EnableCollisionHandlerdisableCollision : DisableCollisionHandlerstartFloating : StartFloatingHandlerstopFloating : StopFloatingHandlerAnimObjLoad : AnimationObjectLoadHandlerAnimObjDraw : AnimationObjectDrawHandlerEnableCharacterPitch : EnableCharacterPitchHandlerDisableCharacterPitch : DisableCharacterPitchHandlerJumpBegin : JumpAnimEventHandlerIdleDialogueLock : IdleDialogueEnterHandlerIdleDialogueUnlock : IdleDialogueExitHandlerNPCAttach : NPCAttachHandlerNPCDetach : NPCDetachHandlerreloadState : ReloadStateChangeHandlerreloadComplete : ReloadCompleteHandlerpowerAttackStop : AttackStopHandlersightedState : SightedStateChangeHandlerattackState : AttackStateHandlerattackState0 : AttackStateHandler0attackState1 : AttackStateHandler1attackState2 : AttackStateHandler2attackState3 : AttackStateHandler3attackState4 : AttackStateHandler4relaxedState : RelaxedStateChangeHandleralertState : AlertStateChangeHandlerreadyState : ReadyStateChangeHandlergunDownState : GunDownStateChangeHandlersneakState : SneakStateChangeHandlerReevaluateGraphState : ReevaluateGraphStateHandlerUncullBone : UncullBoneHandlerCullFurnitureBone : CullFurnitureBoneHandlerUncullFurnitureBone : UncullFurnitureBoneHandlerCullWeapons : CullWeaponsHandlerUncullWeapons : UncullWeaponsHandlerIdleFlavor : IdleFlavorHandlerPerformActivation : PerformActivationHandlerAttachReference : AttachReferenceHandlerFaceEmotion : FaceEmotionalIdleHandlerUseStimpak : UseStimpakHandlerUseStealthBoy : UseStealthBoyHandlerFadeAwakeSound : AwakeSoundFadeHandlerStopAwakeSound : AwakeSoundStopHandlerPauseAwakeSound : AwakeSoundPauseHandlerResumeAwakeSound : AwakeSoundResumeHandlerPairedAttackDialogueHandler : PairedAttackDialogueHandlerStartVoice : StartPCapVoiceHandlerEjectShellCasing : EjectShellCasingHandlerSandManKill : SandManKillHandlerKnockdown : KnockdownHandlerDoNotInterrupt : DoNotInterruptAnimationHandlerSyncDeferDeath : SyncDeferDeathHandlerEarlyExit : SyncEarlyExitHandlerDesyncInteraction : DesyncInteractionHandlerRagdollAndGetUp : RagdollAndGetUpHandlerUpdateSighted : UpdateSightedHandler Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations. Edited August 3, 2023 by South8028 Link to comment Share on other sites More sharing options...
RaidersClamoring Posted August 4, 2023 Share Posted August 4, 2023 Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations. Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>? Link to comment Share on other sites More sharing options...
RaidersClamoring Posted August 4, 2023 Share Posted August 4, 2023 I found some more lists. These seem to involve the player, more so than just any actor. They include the anim event that can be used to monitor pipboy navigation: _next_tickadditivePoseStartadditivePoseStopAnimObjDrawAnimObjLoadAnimObjUnequipattackState2CameraOverrideStartCameraOverrideStopCullBoneDATAdyn_Activationdyn_ActivationAllowMovementenableIKfromRadioCategoryg_pipboyClampg_pipboyOpeng_pipboyPlugStartg_PowerArmorHolotapeLoadg_PowerArmorHUDholotapeAudioLoadholotapeLoadholotapeLoadedIdleIdleStopINVMapmineThrowStartmodMenuStartpipboyClamppipboyClampEndPipboyClosepipboyClosedPipboyDustWipepipboyExamineForceStartStatepipboyExamineStartpipboyExamineStoppipboyIdle00_to_pipboyInspectpipboyIdleRootpipboyIdleStartpipboyIdleStoppipboyInspectStartpipboyLightOffpipboyLightOnpipboyLoweredpipboyOpenedpipboyUpToRadioRadioradioStartradioToDataradioToInvradioToMapradioToStatradioTuneFadeInReevaluateGraphStateresetTimerSelectsneakStartsneakStatesneakStateEntersneakStateExitsneakStopSoundPlayStatTabNextTabPrevtestUncullBoneUseStimpakweaponAttachweaponDetachWeaponFireweaponIdle This one was tagged "VanillaAnimEvents", I believe they were extracted from some human graph in CK. Some of these might actually be more imperative, you can use them to provoke animations in game (unsure): 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 And regarding the earliest list, it was found elsewhere also with the title "ActorResponse" Its a shame I forgot to write down exactly wherefrom they were extracted. 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South8028 Posted August 4, 2023 Author Share Posted August 4, 2023 (edited) Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations. Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>? The annotations are contained in the hkx itself in the Note attached to the Root in the Dope Sheet.I only experimented with AnimObj. This equips the actor, which plays hkx with any object in ck's AnimObject list. Under than any object literally. If nif contains NiStringExtraData (PRN name) with the name of the bone, then it can be static, animation, furniture, whatever. In vanilla, these are basically various items in the hands of the actors. For example, a cleaner's mop. But the annotation allows you to load and unload any number of objects (but not with an interval longer than 20 frames, otherwise the objects freeze for some reason). Synchronization can be used for scenes of interaction between actors (you can not even talk about sex animation). ) For example, a scene where actors communicate, pass objects to each other, fight synchronously, etc.Judging by the number of annotations that you sent me, you can literally do anything, because from under hkx you can control all the events and objects in the game. hkx - in itself, it is the basis for controlling the behavior of everyone and everything in ce. You just need to understand what exactly each annotation is for. Thank you very much again. I didn't even expect anyone to have the luxury of this list. Edited August 4, 2023 by South8028 Link to comment Share on other sites More sharing options...
South8028 Posted August 5, 2023 Author Share Posted August 5, 2023 Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations. Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>?Thanks again. I've been experimenting (so far only um... With sex animations because it's fun). I was able to keep three actors in sync using the syncIdleStart.idle annotation. hkx with this annotation in the first frame automatically starts the rest of the hkx specified in this annotation. You can animate any crowd that will perform actions synchronously. For example, dancing, walking dodging each other, performing advanced fights in the style of the Matrix. ) I think it is possible to make, for example, furniture with a bunch of jobs, and all the actors will work collectively, or spend their leisure time.https://disk.yandex.ru/i/SehbkStj2rDIUw Link to comment Share on other sites More sharing options...
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