Open TokyoSU opened 2 months ago
I'll have a look. Marking this as a bug for now so I don't lose it but I don't actually know if/what the problem is.
One of two possible things here. One, animations expect the base actor to be moving through space in some way. So a walking animation happens in place--it only looks natural because the actor is moving forward at the same time. Same with dodge left/right--the actor has to move. That could be what's up with the mudcrab, but check them in game--if I recall, that attack is in fact a jump forward and then a retreat.
The other thing is you have to get the skeleton right for the animations to work, and meshes don't always have full skeletons so it's safest to import the skeleton first. Here are the steps for the mudcrab. Notice the settings I'm using to keep things simple:
Import mudcrab skeleton
With skeleton selected, import mudcrab body:
With skeleton selected, import animation:
Oh that make sense, so they move through code not by root motion :'( Will try importing it with these settings later. Thank :)
Information
Version: v17.0 Blender: 4.2.1 Skyrim: LE (Steam)
Problems
After some test loading animations, i did get 3 issues:
The animation root dont seem to be at 0,0,0 with some animation, for example the dragon using "meshes/actors/dragon/animations/ground_bite.hkx": The cause is the bone "NPC COM" it seem: PyNifly - Dragon Animation - Wrong Position
Seem like importing the animation "meshes/actors/character/animations/female/chair_leftenter.hkx" dont include rotation ? i mean, she don't rotate and the root seem to not be loaded at all since she is at 0,0,0 all the time
Seem also the root could move when the creature don't need, some offset is happening, using "meshes/actors/mudcrab/animations/attack_forwardjunp.hkx" do that, when jumping, it move a bit backward, then down and jump. a bit weird.
There is probably some animation controller missing ? the importer don't say anything through so that's probably something else.