fore Posted August 12, 2015 Share Posted August 12, 2015 UPDATE !!! UPDATE !!! UPDATE !!! UPDATE !!! UPDATE !!! UPDATE !!! 2015/10/09: FNIS Behavior 6.0 Beta 1 available (for MODDERS and EXPERIENCED USERS)The first FNIS release that make Alternate Animations possible for 468 standard animation files. Dynamically during the game.___________________________________________________________________________________ This is a heads-up. FNIS 6.0 will be available in September (2015). See yourself. It's not a trick. By simply setting Animation Variables in a script, this demo loops through 10 versions of 2 animation files: 1hm_attackright.hkx and 1hm_idle.hkx. But you see other animations, like 2-handed or even Soolie's Spear animations, right? Because there aren't enough 1hm custom animations, I have used these other animations for demo purposes. Technically, the way they are used here they ARE 1-handed animations. And doesn't it show an extremly easy way to set up Soolie's Spears? WITHOUT the need of a custom race, PCEA replacementand the rest of it's co9mplicated installation procedure. Now these are only 2 alternated animations. FNIS 6.0 will support alternates for about 450: movement, equip (XPMSE2/Racemenu was only a forerunner), attack, sneak, magic, .... In order to activate them these animations are sorted into 50 groups. Each group is controlled by an animation variable. If you change one of these AnimVars, you select a different version for each animation in this group. The groups include between 1 and 39 animations. Which, of course can add a lot of animation slots when you add several versions of just one magic animation. Here is a small excerpt of the list of supported animations. The group names start with an apostrophe. 'mtidle male\mt_idle.hkx 200000002111900000 '1hmidle 1hm_idle.hkx 120000000000000001 sneak1hm_idle.hkx 010110000010000000 '2hmidle 2hm_idle.hkx 110000000000000000 '2hwidle 2hw_idle.hkx 110000000000000000 'bowidle bow_idledrawn.hkx 011000000000000000 bow_idleheld.hkx 110000000000000010 sneakbow_idledrawn.hkx 01000000000000000And here I have 2 questions for potential mod authors.Please check the file Alternate_AnimationGroups.txt. It lists all Skyrim character animations. Animations above the "****" line will be supported, below the line will not.Does the animation selection make sense? Any missing animation files that you think should be supported as well? Do the groups make sense? For example the magic group with its 39 animations is quite big. Does a split make sense? How? A lively discussion is welcome. :smile: Link to comment Share on other sites More sharing options...
Di0nysys Posted August 12, 2015 Share Posted August 12, 2015 This is brilliant work. Are you gonna support monster rigs as well? Link to comment Share on other sites More sharing options...
fore Posted August 12, 2015 Author Share Posted August 12, 2015 This is brilliant work. Are you gonna support monster rigs as well? Not with 6.0. Simply because I don't know of any creature animation REPLACERS. And I don't want to take the effort without need for all those creatures. But if there is justified need (justified by modders) I would certainly not refuse to support it. :) Link to comment Share on other sites More sharing options...
heyiforgot Posted August 13, 2015 Share Posted August 13, 2015 Followed on over here from the Spears by Soolie thread. So what controls which animation is used? Will it do how soolies mod does and use the name of the weapon to determine which animation to use? For example a different animation based upon whether the selected weapon is named "Spear" or "Sword" or maybe even different ones based upon if it were named "Katana" or "Mace"? Link to comment Share on other sites More sharing options...
fore Posted August 13, 2015 Author Share Posted August 13, 2015 It's up to the mod which wants to activate those new animations. That can be very different. It's only important that the mod is able to distinguish when a new set of animations has to be activated for a certain character, and when passivated. At those points certain variables need to be set, and that's all. I haven't looked into Soolie's code, don't know it'S open. But I think that very much of it's logic could be simply used for the "FNIS way" Link to comment Share on other sites More sharing options...
fore Posted October 9, 2015 Author Share Posted October 9, 2015 I just uploaded FNIS 6.0 Beta1 and FNIS Sexy Move Beta1 (the first mod making use of Alternate Animations in the new form). XPMSE will probably follow soon, but is incompatible right now. As usual I'm asking for a few good man to test a little bit. To give me confidence that or if it is possible to make this a final release. And of course I'm looking for animators and modders to make use of the new possibilities. Link to comment Share on other sites More sharing options...
aubon Posted November 17, 2015 Share Posted November 17, 2015 how do you get the animations in the game Link to comment Share on other sites More sharing options...
fore Posted November 17, 2015 Author Share Posted November 17, 2015 As a modder? Or as a user? As m odder: there is a readme, part of the FNIS download.As a modder: mods like FNIS PCEA2, FNIS Sexy Move, XPMSE, ... Link to comment Share on other sites More sharing options...
LordArturo Posted December 9, 2015 Share Posted December 9, 2015 Fore, would it be possible to add and use, say, different weapon stances/movements/attacks whenever I equip a specific weapon/weapon type, like in Dark Souls games (I ignore how possible is to actually do this)?What if, for example, I assign a keyword to one of the weapons in a Mod I could make, like for example, a halberd, or a greatsword, so whenever I draw such weapon, FNIS could in some way read the keyword and assign the custom stance/movement/attack animations to the player/NPC(s) using such weapon? Link to comment Share on other sites More sharing options...
fore Posted December 9, 2015 Author Share Posted December 9, 2015 Sure. In the FNIS upload I have included a script which exchanges the attack animations whenever a specific weapon is equipped or unequipped. Of course this requires that script to be attached to every weapon for which it is intended. But its also possible to make a player alias script, which does the same whenever weapons with certain characteristics are equipped. But that's not FNIS. Every mod using FNIS can do that. Link to comment Share on other sites More sharing options...
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