uhmattbravo Posted September 4, 2017 Author Share Posted September 4, 2017 I'm starting to think that PlayGroup just doesn't take SpeedMult into account at all and just plays the animation at the animation's speed (100% Speed Mult) regardless of how SpeedMult is set.  I believe the speed of animation played through Playgroup is determined in the Frequency/Phase settings in the NiControlerManager.I will take your word on anything about animations in nifskope. In fact, most of what I know about editing animations in nifskope comes from your texture animation tutorial anyway. The question then becomes: can that be altered in game via script? I already need (JIP/) Lutana's plugin as a requirement for the controller functions, so i can see if it has anything like that. Ideally, I'd like to avoid using anything but the controller functions from it though, so I can still make a version without controller support for FO3. This does give me an idea for a quicker way to make the extra animations if I need to/ end up being able to use special idles to vary the speed instead, though. Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 8, 2017 Author Share Posted September 8, 2017 Performing a 'ResetAI' on the actor will also force it to evaluate its speed.I will try this next chance I get.It didn't fix it for me. Thanks though, I wouldn't have though it would do that, and it may well come in handy for other situations. At this point, I'd say I'm 99% sure that PlayGroup just completely ignores the SpeedMult value. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 8, 2017 Share Posted September 8, 2017 I will take your word on anything about animations in nifskope.That's funny because I subscribed to this tread in order to learn things from your advanced creatures/animation concept! The question then becomes: can that be altered in game via script?Not to my knowledge. But I'm not familiar with all the new NV script functions... I'd say I'm 99% sure that PlayGroup just completely ignores the SpeedMult value.You're probably right. As I said, the Playgroup animation speed can be altered in the Frequency (which has something to do with the FPS, I believe) for sure. Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 8, 2017 Author Share Posted September 8, 2017 (edited) IIRC,there's a field for setting the FPS rate in Blender that probably makes changes similarly to the frequency setting in Nifskope, but I've never messed with it. For now, I've got a basic throttle set up using just the two speeds. It's a little tricky to maintain the slower speed, but it'll do for the time being and I have an idea for a 'cruise control' feature that should make things easier. The only feature that it puts at risk is races and car chases which won't work as well if the AI controlled vehicles never really need to slow down. I do want to try using the frequency setting when I go to speed up the 'run' animation (a fire gecko was keeping up too easily last night ) So long as I don't find any issue with using that method for that specific purpose, it will let me adjust them much quicker than adjusting the amount of frames between keyframes like I was planning to, and could potentially give me a little more wiggle room before having to make more substantial alterations to the animation, so thanks for putting the idea in my head. I hadn't thought of it and it may help make things easier. Edited September 8, 2017 by uhmattbravo Link to comment Share on other sites More sharing options...
mindboggles Posted September 9, 2017 Share Posted September 9, 2017 You might get sudden position jumping when you alter the fequency of a movement animation kf. I've attempted it in the past and found it easier to just re-export from 3DS with the adjustment. @Pixlehate, how's the Rattle snake going? You know you can catch me on Discord if you have creature questions. Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 9, 2017 Author Share Posted September 9, 2017 You might get sudden position jumping when you alter the fequency of a movement animation kf. I've attempted it in the past and found it easier to just re-export from 3DS with the adjustment. I was going to play with it a bit more before confirming this, but yeah, I noticed that too. Link to comment Share on other sites More sharing options...
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