Thank you very much for making a movement set for the Attack Behavior Revamp (ABR). It's rare that I can find animations made specifically for ABR, because most animators make them specifically for the SkySA movement which sometimes gets weird and doesn't always match the animation as well as in SkySA when I renamed it to ABR.
I hope you can create other animation sets specifically for ABR. Once again thank you sir.
Yoooo. Congrats on the retargeting work, glad to see some high qual assets in the game (with the hope that your work won't results in stolen assets, that's out of your control, unfortunately)
The anims popping at the end is not an issue with the Skyrim engine. Skyrim supports blending. The blending tho is usually 0.2s. Sometimes more, sometimes less. Your issue here is just that the end pose of your animation is basically inverted compared to your idle. So it feels like a snap. When making animations we usually make sure the last frame of the attack is also the first frame of the idle
Some games have two idles, one with the right foot in front, and the other with the left foot. It's not the case (yet) for Skyrim as it's a lot of work to do. Tho, you're using an UE mocap asset and it's possible that, they are made for the first possibility. If you want to solve this issue you will have to edit the animation yourself
You also have an issue with your root motion that's not matching the animation. We usually have scripts to automate these to not make it complicated. If you don't really know how to apply it correctly, we can always help
Congrats on the release, glad to see people are still pushing to add more quality to the game ^^
I am curious about the statement: Of course you can use in vanilla game if you rename the animations Could someone help me understand how the rename scheme will work? I think what this means is: R1hm_atk1 -> 1hm_attackleft R1hm_atk2 -> 1hm_attackright
But what about the rest, like R1hm_atk3 to R1hm_atk5? Would this be used with something like Combo Animation framework, but still renamed to 1hm_attackleft/1hm_attackright, just in different folders under _CustomConditions?
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The author has locked this comment topic for the time beingI hope you can create other animation sets specifically for ABR. Once again thank you sir.
The anims popping at the end is not an issue with the Skyrim engine. Skyrim supports blending. The blending tho is usually 0.2s. Sometimes more, sometimes less. Your issue here is just that the end pose of your animation is basically inverted compared to your idle. So it feels like a snap. When making animations we usually make sure the last frame of the attack is also the first frame of the idle
Some games have two idles, one with the right foot in front, and the other with the left foot. It's not the case (yet) for Skyrim as it's a lot of work to do. Tho, you're using an UE mocap asset and it's possible that, they are made for the first possibility. If you want to solve this issue you will have to edit the animation yourself
You also have an issue with your root motion that's not matching the animation. We usually have scripts to automate these to not make it complicated. If you don't really know how to apply it correctly, we can always help
Congrats on the release, glad to see people are still pushing to add more quality to the game ^^
I am curious about the statement: Of course you can use in vanilla game if you rename the animations
Could someone help me understand how the rename scheme will work?
I think what this means is:
R1hm_atk1 -> 1hm_attackleft
R1hm_atk2 -> 1hm_attackright
But what about the rest, like R1hm_atk3 to R1hm_atk5?
Would this be used with something like Combo Animation framework, but still renamed to 1hm_attackleft/1hm_attackright, just in different folders under _CustomConditions?