Animation Motion Revolution
https://www.nexusmods.com/skyrimspecialedition/mods/50258
Install the mod above
It is now possible to put the position value as a comment in the animation file itself.
What does this mean?
The original Skyrim motion files are motions that flounder in place without moving values.
If you use a one-handed sword front power attack
The front power attack command is input
1hm_attackpowerfwd.hkx As the motion file is played, the character runs forward a certain distance and hits.
But 1hm_attackpowerfwd.hkx has only one role here.
It's only replaying the movement that hits while running forward. You can't actually move the character and you can't hit.
In other words
1hm_attackpowerfwd.hkx If you run a power attack without an animation file,
Even if there is no movement, the character itself moves forward a certain distance and takes a hit at a certain time.
There is a hit frame at a set moving distance and a set time regardless of whether it's a flat hit or a bang.
You have to create animations according to that set frame.
It's a really inconvenient system.
Until now, a mod called skysa was released to improve this convenient system.
Skysa-only animations started using nemesis to freely create movement distances and hit frames for each animation.
But skysa itself has a lot of dislikes and inconveniences that you have to use Nemesis.
But it was the Animation Motion Revolution mode that allowed me to improve it.
Instead of using Animation Motion Revolution, skysa motion itself can be used without nemesis.
skysa mod itself requires nemesis, so nothing has changed
However, users who do not use skysa can only use the Animation Motion Revolution mode skysa motion.
Instead, I have a lot of work to do.
1. If you look in skysa animation mode, there is a location value in the nemesis patch file.
You have to use hkanno Animation Annotation Tools to put it directly into the animation file.
2. You need to match the hitframe of the skysa animation file with the hitframe of the vanilla swipe.
So let me explain with an example
Download and open the LE version of the skysa dedicated motion mode you want.
(The reason for downloading LE is that if you want to edit an animation file anyway, you have to convert it to 32-bit and work, so it is convenient to download the LE version from the beginning)
Everything is made up like this


There are 5 animation files and there are 5 identical nemesis patch files.


Just by comparing them, you can see which is a pair, right? pairs in order.
The name is assigned to the number on the back.
Here we only need a power attack, because even if you bring a normal hit motion, you can't apply it anyway.
Then we will edit skysa_powerdw1.hkx.
If you open skysa_powerdw1.hkx with hkanno,
# numOriginalFrames: 91
# duration: 3.000000
# numAnnotationTracks: 97
# numAnnotations: 6
0.183333 CastOKStart
0.450000 preHitFrame
0.950000 weaponSwing
1.066667 HitFrame
1.566667 SkySA_AttackWinEnd
3.000000 attackStop
I'm out like this
There are a lot of annotations we don't need because of skysa motion, and what we need is
I only need weaponSwing and HitFrame, but
As described above, vanilla without skysa doesn't need it because the HitFrame itself is included.
weaponSwing is the sound of swinging a weapon, which is also included, so there is no need for it.
Then there are 6 lines of comments, but there is not one necessary, so you can delete them all.
If you use it without erasing it, it will be a power attack that doubles the sound of your swing on the second hit.
And if you look at the above, HitFrame is even said to be 1.066667, but it means that the HitFrame is specified at frame 1.066667.
One frame is 0.033333, so 1.066667 is roughly 32 frames.
If it's a hit frame at 32 frames, it's the same as a two-handed weapon forward hit frame, so if you use the swipe motion above as a two-handed weapon forward swipe, you can use it without editing, just put the position value.
How to insert a location value
If you open the skysa patch file skysa$711.txt above,
$ 711 skysa
1.33
1
0.0 0.0 0 -0.44998290419578557
0.15 0.018338198214769365 6.929754767417908 0
0.2 0 -0.1379575315862894 19.56702835083008
0.21666666666666667 27.574651279449466 0 0.1941929188370705
0.23333333333333334 0.044108628034591674 33.02109169006348 0
0.2833333333333333 -0.7499715334177017 51.088196792602545 0
0.8333333333333334 -0.7499715334177017 247.49141510009767 0
0.8666666666666667 -1.8110000360012055 257.61567886352543 0
0.9 0 -4.06380172252655 270.8409353637695
0.9833333333333333 -10.143451285362245 328.1968200683594 0
1.0 -10.639728565216066 337.62152282714845 0
1.0666666666666667 -11.16041277885437 344.17459777832033 0
1
0.1 0 0 0 1
I came out like this
I need lines with a lot of numbers.
Let me explain the first line
0.0 0.0 -0.44998290419578557 0
[time] [x] [y] [z] like this
When it is [0 frame], it means that the position value is [Left/Right movement value 0] [Front/Back movement value -0.45] [Up/Down movement value 0]
To summarize by applying this in Animation Motion Revolution mode
Animmotion -0.44998290419578557 0 0.0 0.0
0.15 animmotion 0.018338198214769365 6.929754767417908 0
0.2 0 animmotion -0.1379575315862894 19.56702835083008
0.21666666666666667 animmotion 27.574651279449466 0 0.1941929188370705
0.23333333333333334 animmotion 0.044108628034591674 33.02109169006348 0
0.2833333333333333 animmotion -0.7499715334177017 51.088196792602545 0
0.8333333333333334 animmotion -0.7499715334177017 247.49141510009767 0
0.8666666666666667 animmotion -1.8110000360012055 257.61567886352543 0
0.9 animmotion -4.06380172252655 270.8409353637695 0
0.983333333333333 animmotion -10.143451285362245 328.1968200683594 0
1.0 animmotion -10.639728565216066 337.62152282714845 0
1.0666666666666667 animmotion -11.16041277885437 344.17459777832033 0
It's like this, but it's too uncomfortable to see, so I'll just match the digits
Animmotion -0.44998290419578557 0 0.0 0.000000
0.150000 animmotion 0.018338198214769365 6.929754767417908 0
0.200000 animmotion -0.1379575315862894 19.56702835083008 0
0.216666 animmotion 0.1941929188370705 27.574651279449466 0
0.233333 animmotion 0.044108628034591674 33.02109169006348 0
0.283333 animmotion -0.7499715334177017 51.088196792602545 0
0.833333 animmotion -0.7499715334177017 247.49141510009767 0
0.866666 animmotion -1.8110000360012055 257.61567886352543 0
0.900000 animmotion -4.06380172252655 270.8409353637695 0
0.983333 animmotion -10.143451285362245 328.1968200683594 0
1.000000 animmotion -10.639728565216066 337.62152282714845 0
1.066666 animmotion -11.16041277885437 344.17459777832033 0
All right, you can use hkanno earlier to delete unnecessary comments and put the location values above.
NumOriginalFrames #: 91
# duration: 3.000000
# numAnnotationTracks: 97
# numAnnotations: 12
0.000000 animmotion -0.44998290419578557 0.0 0
0.150000 animmotion 0.018338198214769365 6.929754767417908 0
0.200000 animmotion -0.1379575315862894 19.56702835083008 0
0.216666 animmotion 0.1941929188370705 27.574651279449466 0
0.233333 animmotion 0.044108628034591674 33.02109169006348 0
0.283333 animmotion -0.7499715334177017 51.088196792602545 0
0.833333 animmotion -0.7499715334177017 247.49141510009767 0
0.866666 animmotion -1.8110000360012055 257.61567886352543 0
0.900000 animmotion -4.06380172252655 270.8409353637695 0
0.983333 animmotion -10.143451285362245 328.1968200683594 0
1.000000 animmotion -10.639728565216066 337.62152282714845 0
1.066666 animmotion -11.16041277885437 344.17459777832033 0
Then, convert the result into motion using SE and you're done.
No, but the children who understand this and write it will edit it and write it on their own even if you don't explain it.
Those who just didn't know my explanation won't understand, so maybe there's a reason I'm writing this...?
Now, I have to explain how to use the motion that the hit frame doesn't match with the vanilla hit frame.
I don't think anyone needs it;
I'll upload the motion file I modified so that most of the skysa swipe motions can be used without skysa, so use it yourself.
I have also attached a gif for each file.
You don't have to use it as expected of the weapon I explained. Instead, I wrote down a one-handed weapon, but if you apply it to a two-handed weapon or vice versa, the hit frame doesn't match, so I'll just use the weapon with care.
Even if it says Halberd, it can be used on a two-handed sword, but it cannot be used on a one-handed sword.
7 comments
https://www.nexusmods.com/skyrimspecialedition/mods/65493
Im assuming it requires behavior edits
Another way is to edit it in blender, I use blender mostly since the SkySA start and end pose normally don't match vanilla, you can google search [ Skyrim and blender 2.8+ By OpheliaComplex ] and find a tutorial in loverslab.com, it's really not that hard, but trivial, you can find some works in my channel https://www.youtube.com/channel/UCkd-37_1VvFx1R3JMHqHuYw, the result is pretty good
Hope this is helpful and hope these animation creators can support both SkySA and Vanilla in the future,
Some examples
https://www.youtube.com/watch?v=c5OFDbzhbZw
https://www.youtube.com/watch?v=lqlIrFWz2dA
I have to say, these animation creators are awesome !!
64bit anim annotation tool