0ceal0t / Dalamud-VFXEditor

VFX, animation, sound, and physics editing plugin for FFXIV
MIT License
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Animation Cancelled by Movement is Missing for Specific Skill .TMB #59

Open NaesKun opened 1 year ago

NaesKun commented 1 year ago

Not an issue per say, but just a curious ask. So I noticed the Benediction animation cancels as soon as you make any sort of movement which was why it felt so underwhelming in game. No other oGCD has this problem on WHM like Tetra, Aquaveil, Divine Benison, etx.; the animation goes off and you "slide-cast"

My question is: do we know the parameters that allow us to change the arguments for when an animation cancels on the .tmb file? A lot of it is listed unknown so I don't want to brute force it if there is information on it already. If there isn't I'm willing to experiment and figure it out, but yeah I wanted to know if anyone knew the triggers/arguements for when animations cancel.

Above is all old info.

Old ARR skills are completely missing the Animation Cancelled by Movement parameter and do not finish the animation sequence if you move as opposed to completing at least part or the entire animation for HW and newer skills.

The skills I found with this issue:

Fight or Flight Awareness (Old HW PLD Skill, not role action) Rampart (Old ARR PLD Skill, not role action) Sentinel Hallowed Ground Lance Charge Life Surge Jin Chi Ten Benediction Presence of Mind Aetherflow Energy Drain Manaward Manafront

XCZA commented 1 year ago

@NaesKun what your looking for is in the TBM its literally just called Animation Canceled by Movement and every tbm should have it. If you match the value to the duration of the PAP animation (or field just labeled: Animation) you should be good. if you are not sure, a default of 90 works for most jobs/actions.

So whats going on is every action can be essentially canceled by a few things:

  1. movement
  2. other actions
  3. Auto-attacks
  4. some other misc stuff like your char reacting to certain impact effects that trigger skeletal animations (paps).

So the Animation Canceled by Movement value only effects 1 on this list, or movement. Many caster abilities have lower values for this so it doesnt look odd seeing your character slide around without moving their legs all the time. RPR skills do this too since every action includes a post-scythe whirl animation that extends way beyond the actual GCD window (a really obvious example is Guillotine, you cant even see the whole attack if you roll your GCD).

NaesKun commented 1 year ago

Gotcha. I'm not a 3D editor so I don't work directly with the havok files or directly on blender so bear with me.

1.) Can the TBM you're mentioning "Animation Cancelled by Movement" be found under the pap or tmb editing sections of the VFX editor? If so where would I find them? 2.) What exactly am I matching? Would I be matching the "End" .tmb Animation field with that in the .pap?

NaesKun commented 1 year ago

Also is TBM the same as TMB?

NaesKun commented 1 year ago

Can you also post screenshots of the steps?

NaesKun commented 1 year ago

@XCZA bump again

NaesKun commented 1 year ago

So I'm finding a weird scenario diving into this:

Under specific animations such as Benediction, Aetherflow, Manaward, and the nonshared HW Awareness, there is no "Animation Cancelled by Movement" category I can adjust. Usually I can see the category under the track that contains "Fly Text" as seen in this photo:

image

But if we look at the old PLD HW Awareness, it simply does not exist.

image

Simply adding the category with the correct animation time doesn't change the animation cancelling so I'm at wits end on how to make this work. I feel like its a passive parsing issue where VFXEditor is not picking up that category properly for these skills.

NaesKun commented 1 year ago

@0ceal0t Can you take a look at this and let me know if its an issue with VFXEditor not parsing properly OR if its SE's raw file that doesn't have an Animation Cancel by Movement and VFXeditor cannot change this?

NaesKun commented 1 year ago

I also feel like this something directly related to the tmb so it should be resolvable within VFXEditor, but I want to make sure before I bark up this tree.

0ceal0t commented 1 year ago

Did some digging, and it looks like it's also specified in the ActionTimeline sheet, which can't be edited in the same way that a .tmb or .pap file can. For example, this is the "end" animation of Sentinel. I'm not sure if there's a way to get around this, tbh

image

NaesKun commented 1 year ago

@0ceal0t Oh man the cancel by movement parameter is hard coded to another file entirely that we can't access through VFXEditor.

Then if that's the case just one question: Will you be exploring a potential workaround/direct editing of the ActionTimeline sheet through VFX Editor OR is it one of those hard tech ceilings that you can't magic your way through?

I want to ask so I can set expectations for myself, either hold on to hopium that you will be my savior, or accept the loss and move forward with something else.

Thanks for looking into this btw, regardless of answer I'm super grateful for the clarity provide by your research.

XCZA commented 1 year ago

@NaesKun after experiments I was not able to get around that constraint set in the sheet. I also tried exporting the pap saving the bene skeletal animation as a hkv file and grafting that onto Divine Benison to see if that would get around the animation cancel, but it doesnt. that data is not stored in the PAP/TMB. You can however take the Bene animation and put it on another skill that doesnt cancel animation, like Divine Benison. Here is a link to that file if you want to use it. https://easyupload.io/1764ou

NaesKun commented 1 year ago

@XCZA Thanks for the update. Its unfortunate that there's no work around and we cannot directly edit or access that sheet.

My VFX updates are vanilla changes that attempt to fix binders, timings, and bugs. They also attempt to add some omph to skill abilities or update the aesthetic to match the current skills in EW.

With that being said, I appreciate the PAP you provided, but I'm trying to fix the problem directly which seems like its not gonna happen.

I guess my question is if @0ceal0t will explore the possibility of finding where that animation cancel data is stored and allow us to edit it through VFX editor or not. Wondering if its worth keeping hopium going or to close this ticket.