Alvar007

Creating new facial animations

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9 hours ago, Alvar007 said:

It was easy peasy using the mapper function that KotorMax has

Interesting. That accounts for the differences in rig scales presumably? I've only ever tried it with similarly proportioned rigs before. Looks good though - can't see any problems with it.

Edit: Having just tried importing the anims myself in Max, I spotted a problem that I can also see in your grenade tosssing GIF. The thumb on the right hand gets bent back to the wrist. Presumably that's an issue with reversed starting rotations or something, but whatever the cause that will presumably require some manual cleanup. The shield anim GIF is harder to see, but in Max the right thumb is also bent backwards in that anim.

9 hours ago, Alvar007 said:

I had to do the same as Selkath and convert the model to an F type

Yeah I suspected that would be the case. Probably the only thing to check would be the conversations/cutscenes with piggies involved. I know of two in K1 (both on Tatooine - the fake trapped woman ambush and Vorn Daasraad during the Genoharadan quest, as I mentioned above) and three in TSL (one on Citadel Station working for Luxa, two in the Exchange compound on Nar Shaddaa).

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22 hours ago, DarthParametric said:

Interesting. That accounts for the differences in rig scales presumably? I've only ever tried it with similarly proportioned rigs before.

Yeah that's what I used to fix Malak's animations, it is really useful. I also tried it with the Selkath but it creates a complete mess I don't know exactly why, perhaps I should try again renaming some of the bones since the last time I just did an auto remap without renaming anything.

22 hours ago, DarthParametric said:

Probably the only thing to check would be the conversations/cutscenes with piggies involved.

I just checked those and there is a problem with the thugs ambush if you fight them after talking: they are using melee sword combat animations that the piggy model doesn't have because their .utc have the gamorrean axe equipped but I renamed the animations to the melee unarmed counterparts since there are just not enough of them to cover the sword ones. So their .utc would have to be replaced to unequip the axe fixing as well the player reacting with parries and flashes like they had a sword or lightsaber. I also need to mention that all the READY animations the piggies have in convos are not playing because there is not a humanoid counterpart for it (that I know of, correct me if I'm wrong).

On top of this there is another problem with Vorn's lines playing the "tlknorm" animation which is supposed to be the default one when nothing is specified in the .dlg file. It just plays the PAUSE1 animation I'm not sure why, it doesn't happen in the conversation with the thugs so I'm a little lost here.

With all these little problems I don't know if this mod is worth it, but you let me know.

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1 hour ago, Alvar007 said:

I also need to mention that all the READY animations the piggies have in convos are not playing because there is not a humanoid counterpart for it (that I know of, correct me if I'm wrong).

There's not a single ready anim, there are multiple different ones to cover the different weapon types. You can use @JCarter426's combat animation guide and TSL's annotated animations.2da to help you find them, but they should be of the form gXrY, where X and Y are numbers that indicate wielding type and anim variation, respectively. For example, g2r1 should be the single saber/sword ready and g5r1 should be the single blaster pistol ready. Some of these appear to be recycled, for example g7r1 (rifle) and g9r1 (heavy carbine) are identical. If you are setting the piggy's anims as unarmed, then they'll presumably need a g8r1 for the ready anim. But since their UTCs force them to use melee anims, I'd just go with that. They obviously already have a limited set of anims by default, so duplicating the existing ones to cover the melee variations shouldn't be too much of a problem. The only question is whether the choreography limits the human anims when fighting a creature, or if it uses the full range of anims regardless. I'm not sure I ever noticed.

1 hour ago, Alvar007 said:

there is another problem with Vorn's lines playing the "tlknorm" animation which is supposed to be the default one when nothing is specified in the .dlg file. It just plays the PAUSE1 animation I'm not sure why, it doesn't happen in the conversation with the thugs so I'm a little lost here.

There's nothing special in the DLG that would suggest the cause. Neither it or the ambush one have any forced or scripted talk anims. I'm not sure why it would work in one scene and not the other.

1 hour ago, Alvar007 said:

I also tried it with the Selkath but it creates a complete mess I don't know exactly why, perhaps I should try again renaming some of the bones since the last time I just did an auto remap without renaming anything.

You can export and import a text list of the node mapping, so it might be worth doing it that way to see if that gives you some more control.

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Alright I covered all the melee animations (only related to the single saber ones since they are supposed to be using the axe) including attacks, parries and dodges but the choreography problem still exists since they have the axe equipped so I don't think there is nothing that can be done unless changing their .utc file. Also I mapped some other animations like "inject" (which is strangely used in the thugs dialogue) and some others like "runinj" and "pauseinj" that the piggies didn't have.

The Vorn issue is still there I'm not sure why, I tried changing his appearance (since he uses Alien_Gammorean_03 instead of 01) but it didn't work. I dropped the files here anyway, maybe you can figure it out.

gammorean anims.rar

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