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Hey! I reworked the internals quite a lot again. Animations can now be marked as interruptible - which will keep checking the conditions while they're playing and will immediately replace them if needed.

The short blending you see when an interruptible animation gets interrupted and replaced had to be manually implemented. Without it the animation would just immediately switch to the new one without any sort of blending. It took a lot of work to get right, and some surprising discoveries about the animation system. It's not completely perfect and looks a bit weird while moving, but I'm still rather happy how it turned out. I might improve this further, right now the blending is done from a saved last pose of the previous animation.

Remember that you can now edit legacy conditions and save the config, so please try out the interruptible feature on some of the idles! The original animation will be treated as interruptible if there are any interruptible replacement animations present.

The reason it's not automatically on for all animations, or even all looping animations, is backwards compatibility and performance. Checking the conditions every frame for everything would probably affect the framerate a bit, even though I tried to keep the process as lean as possible. I also expect some DAR mods would break as they didn't have the possibility of interrupting animations in mind.

The previous issue with random conditions causing a t-pose should be solved now as well thanks to the internal rework that happened, the random seed is now saved while the animation is playing.

I've also removed some of the experimental options that were no longer supported. You can enable the animation preloading/project preloading but at this point it should not be needed at all.

Comments

Anonymous

Hiya Ersh. Wanted to ask if there's any example to make an animation interruptible? I reckon it would be useful in combination with sprint running fix since it has issues with animation changing while running and sheathing. Would it be possible to make an animation interruptible using the old format or do I need to convert it to the new format first?

Ersh

I'm not sure this will make sense in your example - the interruptible functionality just causes the conditions to be continuously re-evaluated and the animation will be immediately replaced when it should be. It won't do anything special for any other situation. Regardless, you can find any DAR mod as a submod in the legacy mod inside the UI - the name will just be the actual folder name - you can turn on "user mode" toggle to turn on editing - and you can toggle "interruptible" there, and save the config. This essentially converts the DAR mod to the new format, although technically they're all in the new format already after loading, just with default values for all the new stuff.

Anonymous

It seems like the result of Random gets stuck in some cases, I am seeing animatons get repeated like 5 to 6 or more times in a row despite there being like 8 to 10 ordered folders with proper random conditions, in a way that never occurred with DAR as far as I can recall.

Ersh

Hmm yeah, it's possible that I messed up some of the new logic. What are the animations you're seeing that happen to? I'm now saving the random seed per active animation clip generator, which should work correctly, so something's not right.

Anonymous

wait for public release ,wait MCO update

Anonymous

Hi, I am new to this if I may ask a naive question: How does the backwards compatibility work? DAR animations ("_condtions") accepted as they are, or are they all have to be converted to .json? i.e. can I just install OAR and untick DAR and play as it is or do I have to port all my animations?

Ersh

They're read correctly, you don't need to port anything. Afterwards you can even edit them through the ingame menu. The next update will unfortunately break the current .json configs because I had to change some stuff.