K177J0Y Posted September 22, 2019 Share Posted September 22, 2019 So I'm trying to finally fix the most unnimersive thing on skyrim: The way NPCs headtrack.What do I mean: Have you ever noticed that when you're talking to a random humanoid NPC, when they are not exactly facing you, they just snap their spine and turn their head at the same time? Normal human beings don't move their entire torso to talk with you. They just turn their head and then only their neck. Amazingly, OBLIVION did that better ;-;So yeah, I would love to get some tips on how to do that... Hopefully it's possible... What am I asking for: A way to make, when npc's head track, they move only their head, not the torso. How is it probably possible: A behaviour file? Maybe it's a game setting? Something in between? What I do NOT want:Disable completely head tracking (I know it's possible, but that is a race edit, so it would be uncompatible to most mods and make the already robot-like skyrim NPCs more idiotic...) Anyways... Thanks for answering! Hopefully there is a possible way... Link to comment Share on other sites More sharing options...
gammo24 Posted October 13, 2019 Share Posted October 13, 2019 I like some information about this to. i am not bothered by the npc's looking away while talking to me but i like the head tracking to stop when animations are triggered so the actual animation controls the head and not the tracking overruling it. there is no point for me to even animate head movements because they are somehow over written by something i can't find it. I tried to add it to the papyrus script but has no effect. i did find something about that the SetHeadTracking does not stop the head tracking at all and appears to have no function as far as i could find. If anyone can point me in the right direction to search for it. it would be nice. thank you. Link to comment Share on other sites More sharing options...
K177J0Y Posted October 26, 2019 Author Share Posted October 26, 2019 I like some information about this to. i am not bothered by the npc's looking away while talking to me but i like the head tracking to stop when animations are triggered so the actual animation controls the head and not the tracking overruling it. there is no point for me to even animate head movements because they are somehow over written by something i can't find it. I tried to add it to the papyrus script but has no effect. i did find something about that the SetHeadTracking does not stop the head tracking at all and appears to have no function as far as i could find. If anyone can point me in the right direction to search for it. it would be nice. thank you.Hum, I found out that, if you make a animation marker on CK and add on the package: HeadtrackIgnorePlayer or sumethin like that, I will help. However, I want to go deeper and disable the torso rotating stupidly when the NPC rotate their heads. Welp, put this thread is almost dead it seems :/ Link to comment Share on other sites More sharing options...
fore Posted October 26, 2019 Share Posted October 26, 2019 I like some information about this to. i am not bothered by the npc's looking away while talking to me but i like the head tracking to stop when animations are triggered so the actual animation controls the head and not the tracking overruling it. there is no point for me to even animate head movements because they are somehow over written by something i can't find it. I tried to add it to the papyrus script but has no effect. i did find something about that the SetHeadTracking does not stop the head tracking at all and appears to have no function as far as i could find. If anyone can point me in the right direction to search for it. it would be nice. thank you. Depends on which type of animation you talk about. If it's an FNIS generated animation, then it is controlled by the -h parameter. Although usually there is no head-tracking, because default is OFF. Hum, I found out that, if you make a animation marker on CK and add on the package: HeadtrackIgnorePlayer or sumethin like that, I will help. However, I want to go deeper and disable the torso rotating stupidly when the NPC rotate their heads. Welp, put this thread is almost dead it seems :/ That is defined in one of the 29 or so BoneweightArrays that are defined in the defaultmale and defaultfemale hkx files. They define in all cases of animation blending, which animation controls which bone under specific situations. However you have to figure out 2 things:- the bone list (should be part of the XPMSE release somewhere- which boneweightArray is used for headtracking Link to comment Share on other sites More sharing options...
K177J0Y Posted October 28, 2019 Author Share Posted October 28, 2019 I see, the bone list is not a big problem since I can open them on 3dsmax or the xml that comes with the XPMSE, but which boneweight array I have no idea where, since it moves by default most spine and neck bones Link to comment Share on other sites More sharing options...
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