Quick question about the "spell" animation in your gif. I understand what your mod does, but the animation in your gif, is it a weaponidle animation force? Because usually if you call an idleanim it will run from the MTBehavior file and the gun skeleton spazes out. Very interesting work nevertheless!
It's a simple custom IdleAnimation attached to the "GunBehavior" graph, btw i don't think that the behavior that you attach the new anim matters as long as its a first person behavior. After setting up the animation i just call it remotely on my Quest script using "Actor.PlayIdle".
If you need examples feel free to unpack my Malorian Arms 3516 mod, the script source is available there, although i do plan on uploading a new example with MCM config and a quest script so people can learn how to call those anims using hotkeys.
Thanks for the info! I think that in your example you'd be good, because it's linked to the behavior of the gun, if you tried that idle on another gun the skeleton would spaz again. I think. I'm always looking for a general solution to play idles without binding the idle to a specific rig, but I haven't found any way yet. Stupid Bethesda and their non-general solutions..
The behavior graph that the dynamic idle is attached to doesn't matter, in this case as long as it's a first person behavior graph you should be good because every gun in the game uses the exact same behavior graphs for first person. Still, if you don't know which one to use simply put your new IdleAnimation under the "RootBehavior.hkx", it's going to work anyway.
It's worth noting that you can use any dynamic idle in any gun or even while having no weapon equipped at all, of course if you made lets say an inspect animation for X weapon, it is only natural that if you play the animation on Y weapon, the weapon will feel out of place, because the animation itself has different bone positions made for said X weapon and not Y weapon, but that's just how animations works in general, nothing really "wrong" happening.
Here is another example, i am using the very same dynamic IdleAnimation made for my Malorian Arms 3516 but in other weapons:
The skeleton spaz (might be a stupid way of describing it) I was talking about is visible in your example, for instance the magazine bone will shift to the position of the weapon it was intended for while the idle is playing. The only way I've found to fix this is to remake the anim for every weapon rig, which would be silly. I tried using additive animations, but the 1stp behavior doesn't have that and IK enabled, it's only enabled in the 3rdP behavior file.
Sorry, I don't understand what this does in the slightest. I've never seen the game play the re-equip animation after doing any idles, unless I'm thinking of something entirely different.
I did, I still don't get what this mod does. I have no idea what is happening in the gifs. I've never seen the game re-play the equip animation after doing any idles or anything.
Everyone else seems to understand and are already having ideas how to apply this in other mods. I'd love to find out how it could be applied in those situations, but I just don't understand what it does, and the Gifs and Description didn't make it clear to me.
"I've never seen the game re-play the equip animation after doing any idles or anything."
That's because this was made specifically for the Malorian Arms 3516. You most likely will not have this replaying equip animation if you do not use that mod. When you use the bash function for the Malorian Arms, it forces a replay of the equip animation as seen in the first GIF. This mod removes that broken function.
Also, this mod could be used as a resource for removing the replaying equip animation for several different mods, including mods that introduce alternate fire modes.
You can install it for mods that require it or if you want to make custom first person additional idle animations for existing weapons you'd have to create your own plugin with the .txt file mentioned in the little tutorial i left in the description page.
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Could you make it work with PlayIdleAction too?
It seems to be working with PlayIdle, but not the PlayIdleAction function.
Very interesting work nevertheless!
If you need examples feel free to unpack my Malorian Arms 3516 mod, the script source is available there, although i do plan on uploading a new example with MCM config and a quest script so people can learn how to call those anims using hotkeys.
I think that in your example you'd be good, because it's linked to the behavior of the gun, if you tried that idle on another gun the skeleton would spaz again. I think.
I'm always looking for a general solution to play idles without binding the idle to a specific rig, but I haven't found any way yet.
Stupid Bethesda and their non-general solutions..
It's worth noting that you can use any dynamic idle in any gun or even while having no weapon equipped at all, of course if you made lets say an inspect animation for X weapon, it is only natural that if you play the animation on Y weapon, the weapon will feel out of place, because the animation itself has different bone positions made for said X weapon and not Y weapon, but that's just how animations works in general, nothing really "wrong" happening.
Here is another example, i am using the very same dynamic IdleAnimation made for my Malorian Arms 3516 but in other weapons:
I tried using additive animations, but the 1stp behavior doesn't have that and IK enabled, it's only enabled in the 3rdP behavior file.
Everyone else seems to understand and are already having ideas how to apply this in other mods. I'd love to find out how it could be applied in those situations, but I just don't understand what it does, and the Gifs and Description didn't make it clear to me.
That's because this was made specifically for the Malorian Arms 3516. You most likely will not have this replaying equip animation if you do not use that mod. When you use the bash function for the Malorian Arms, it forces a replay of the equip animation as seen in the first GIF. This mod removes that broken function.
Also, this mod could be used as a resource for removing the replaying equip animation for several different mods, including mods that introduce alternate fire modes.
The other half being dynamic ammo replacement, that is. This seems to fix the animation side of things.