#Glider

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mental forge
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I'll probably tackle adding this tomorrow

mental forge
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I added in your new meshes and animations to git, couldn't wait ๐Ÿ˜„

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they look great dabgothur

mental forge
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just fixed the bug that prevented the glider anim from cancelling early

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once the surfing bone is fixed to put the shield under the feet I think we're good for a 1.0 release

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ah I have to fix the vfx for the updraft still because of statics

mental forge
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too many bugs and todd in workarounds. now only ashmires give you updrafts

fair junco
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Todd Ex Machina

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i adjusted hands in the animation a bit to be more even and closer to shoulder width. i think the placement is pretty good now if you wanted to use it as a template for sizing your model.

final matrix
mental forge
final matrix
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Yeah and now I also saw the zip file for the most recent versions and animations too

spare chasm
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Can't wait to see this glider mod for Skyrim and Morrowind

fair junco
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uh.. definitely not for skyrim anyway haha but we've got it mostly working for morrowind

fair junco
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ill do beast later, too tired now yagrwut

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its still a janky and the loop is messed up so i need to adjust the keyframes

fair junco
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can anything be done about the shield on the back? im doing an alternate for 1stP so its not visible on screen. it looks pretty jank in 1st

mental forge
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I can hide it when in 1st person so you don't need to make a different one

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as for the shield on the back, I think you'll need to disable shield sheathing in the settings.

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if that's not doable, then I have to unequip the shield while you are surfing

mental forge
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re-enabled updrafts for lava vents and I also added a draft for those CHIM gate markers

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they don't do anything yet, just testing rendering and placement

fair junco
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Cool, thats a good idea to use them as updraft. Haha I wonder if we should try for some superman rings.

I'll have a look at changing the anim after I do the beasts. I have to reposition the bone when I convert it so I might as well. hiding might be better option but I think I can just rotate a few of the bones so the top half isn't so sideways, i think it might look better anyway. blender is a harsh mistress so we'll see haha

agile tapir
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Ahh vertical rings maybe

fair junco
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Vertical? Like for drops?

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I was thinking like this mainly. Peak gliding.

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Its not actually something I want in my Morrowind 36vehks but

final matrix
fair junco
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still havent played the second one...

final matrix
mental forge
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I've only played BotW too
Apparently Monster Hunter Wilds works on PC now. Excited to try that out

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Updrafts are not working now for some reason ๐Ÿ˜ฉ

fair junco
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i think i've cracked it! angyfargoth it looks as good as it feels now, 1stP is sick! shield looks good and the speed and loop jiggle are smoothed out. i even managed to fix the octopus fingers datchim
the wierd thing is that 3rdP is using the speed of the animation so its like fixed at full speed but 1stP is actually using the momentum mechanic so its a lot more simulation.
Also there's a shieldgrab1 keyframe set for doing a board grab while jumping, idk if you can do anything with it but it should be good for future testing at least. i want to upload a vid but it'll take too long atm because its almost half a minute long ๐Ÿ‘€

mental forge
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Sweeeet
I'll check later today

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Strange about 1st/3rd differences

fair junco
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yeah its bizarre, idk if there is a way to decouple it the speed from the animation. its still super fun but it feelss more like a jet board

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cant figure out how to make the cylinders transparent though.. i keep having this issue

mental forge
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wow it's so weird how differently it plays in first person vs third!

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pushed up your animation changes and the ashmire fix

mental forge
mental forge
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once I figure out this speed problem we can tune in the knobs and get 1.0 out ๐Ÿ˜„

mental forge
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#lua-scripting message

tepid parrotBOT
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I'd hazard a guess maybe you exported at the wrong framerate.

mental forge
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Maybe it has to do with how I'm cancelling the running animation

final matrix
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@fair junco Just for my understanding, since I'm currently trying to put some additional handles to the dwemer glider, so your animations align with it. As you can see, our version is facing in the opposite directions, because I originally assigned the glider model to the hair slot and just send it how it is to blurpandra. I would turn the model around now according to your racer version, right? Or would it make any difference actually?
Even if it's just a minor thing, I just want to make it easier for both of you ๐Ÿ˜…

fair junco
final matrix
final matrix
# fair junco oh yeah i assume so it will need some adjusting to fit. the new bone that the gl...

Alright, here are two versions (of the fully upgraded version). One that still has your Racer Glider handles for oriantation and one without. I just pasted the whole main ninode of the dwemer glider into the racer one out of convenience.
You can just put the files in to the usual ErnGlider meshes folder, the textures from blurpandras past uploads should still work.

fair junco
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awesome, thanks ill check em out! :)

fair junco
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@final matrix looks great!

final matrix
# fair junco <@776157039642279947> looks great!

Yeah, better than I expected ๐Ÿ”ฅ
If I noticed it correctly, especially on the second picture, the glider needs to be positioned just a tiny bit higher and a little bit forward to really align with the hands, right?

fair junco
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yeah, and slightly rotated i think. its the same for the racer glider

fair junco
final matrix
fair junco
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wrong way :D

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height looks good though

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the handles are really cool

mental forge
mental forge
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22 unique downloads on that one, just surprised to see it

fair junco
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oh its not there on those screens actually

mental forge
fair junco
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๐Ÿ˜‚

mental forge
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Lol so the eyebrows dance left right all the time ๐Ÿคฃ

final matrix
fair junco
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yeah looks good, nice one. i tried adjusting the bone but its way too fiddly so this is the way

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idk if it maybe could be slightly back towards the middle or if im overanalysing it

final matrix
fair junco
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perfect ๐Ÿ‘Œ

final matrix
fair junco
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awesome

final matrix
mental forge
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Do you want me to replace the old ones or make these a variant?

mental forge
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I have a wedding to attend this weekend so that speed fix is gonna have to wait a bit longer

final matrix
# mental forge Do you want me to replace the old ones or make these a variant?

Depends. If you want to release the mod using dubiousnpcโ€˜s animations (and being able to shield surf because of it) exclusively, then yes.
If you also want to have an alternate version of the mod without those too (with the player using itโ€™s vanilla falling animation while gliding and no surfing), then keep the old glider nif files as well, because those have no handles, but a backpack for connecting the player with the glider instead.

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Hmm or maybe we release them as completely separate mods anyway. You know I originally wanted to upload the original glider models as a light weight mod like this. No custom animations, no surfing, lua scripts or openmw dependency. Just the models, a slow fall + speed enchantment and being placed in the world.

fair junco
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Can do both too

final matrix
fair junco
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Yeah I think I remember seeing that, it looked like a cool idea. Yeah no obligations, it's not even an esp, just an optional mesh replacer so really no big deal. But aye, if blurp has preferences well gp with that ๐Ÿคท

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No stress anyway 36vehks

final matrix
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Cricket alone and in combination with the backpack glider version.

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You feel like Teo from Avatar the last Airbender with the two combined dabgothur

fair junco
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Haha yeah that's awesome

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Not saying we should but i just had a visual image that would be hilarious to use the cricket as the shield surfing animation but with the legs moving really fast 36vehks

final matrix
fair junco
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I might have to look into it just so I could see.. ๐Ÿ˜‚ it would be the strangest mount

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But aye @final matrix do you have any mods released? Because your glider and cricket combo would make a good one I reckon, modathon is coming up ๐Ÿคท can always do your own version and one for this if you had your own idea

final matrix
fair junco
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The old guar rider mods were just pants too

final matrix
# fair junco But aye <@776157039642279947> do you have any mods released? Because your glide...

Though about it actually. I just have to check if I have enough time to make it really working for anyone. I havenโ€™t found a solution for the playerโ€™s static-sitting-pants-mimicking for example. For now the cricket model has sitting pants that my character uses exclusively. If I would play for example a Breton Knight in plate armor, I would need to model the greaves and boots as a separate version for that too.

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Same vibe...? todd

fair junco
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Yeah I see, maybe you could make it a blanket to mimic Teo's look

final matrix
fair junco
final matrix
# fair junco Yeah there's lots of ways to approach it. You could have a look at the recent an...

Have to check it out! Besides that I don't really know how to code and definitely not how to animate and I assume even if I would, it the whole riding might become less fluid and versatile. Currently you can just use a hotkey to put it on and off, do sudden turns, jump, ect. "because just pants" obviously ๐Ÿ˜…
There a probably pros an cons on both side. Best case would might be if the person who is onto their new Guar riding mod (even with mounting animations) come to the point of a first release. Then my mod could learn from it.
Did you saw that one?

fair junco
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That was for mwse wasn't it? With the mounting animation at least. Yeah the animated horse mod is basically what your describing just with some smoke and mirrors.

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But I get that it's a lot

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I haven't figured it out fully yet either

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But if i do figure it out I could see about fitting it with your model. No promises but it looks doable and Im going to try to understand it anyway because there's lots could be done with it

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Crash course in animation has been wild but its really cool being able to consider it as an option

final matrix
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Btw. I'm still curious, if it would be technically possible to atttach a model of the running animation of the winged twilight onto your hanging player one (like this)

fair junco
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Lmao yagrwut I'm not sure what your asking

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Who'd be running?

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Or I it for the wings?

final matrix
# fair junco Who'd be running?

Not asking really, just curious.
It should be the same way like your current animation functions. The player is falling and can move freely. The twilight model works like a glider, but with it's "flying" animation on loop.

raw zephyr
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Hmm, with some fakery maybe, if you attach twilight mes as vfx, claude told me some time ago that playBlended on an actor should check and play anims on attached meshes

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But also since winged twilight probably got bones of same name as actor you probably will have some amazingly cursed things happening and engine crashing

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But also if you make another nif with dif bone names and dif animation group name so nothing conflicts with actor bone and groupnames

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Then maybe MAYBE that cursed abomination will work haha

fair junco
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Haha todd yeah making a new copy with flapping as it's base animation is probably the right direction. I want to do something like that anyway to see if I can animate some fabric wind wobble

agile tapir
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Just got a oversized cape flying on the back pop up in my head soon as you said fabric

final matrix
fair junco
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Yeah exactly, probably would be hard to make those look good without some physics but if they were smaller and a pit more subtle could maybe do something like that recent cloak mod

mental forge
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#lua-scripting message
might have to just force third person movement when surfing

tepid parrotBOT
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I'm still getting weird movement behavior in 1st vs 3rd person when using exactly the same animation in both that has root movement. 3rd person is crazy fast, 1st person is very slow. I think 1st person movement is either ignoring root bone movement or 3rd person is combining root bone movement plus some other type of movement

fair junco
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hmm i guess so :/
thats a bit of a shame, at least it does feel good in first

mental forge
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I'll try using the animation interface with priority instead like Arrean did. maybe it will work fine

median canyon
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I dunno if that is strictly correct way to do that

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docs say both animation.playBlended and I.animationcontroller.playBlendedAnimation are a bit sus

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but - that was minimally reproducibly example I could do

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and that's what I do for N'Garde, but all my animations are without movement.

priority "Scripted" howevr, should override any other animations and let you do your thing

mental forge
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Scripted wasn't the magic bullet

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your test was from a standing position right? you weren't moving forward with the keyboard or controller?

median canyon
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I wasn't

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I can re-test

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Or, ofc, you can just add a "onKeyPressed" with the same code

fair junco
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thats what the animation would look like just playing straight, unlooped

mental forge
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I don't know guys it's beating me

median canyon
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I don't know enough to help sadcat
Happy to be the rubber duck. But one thing I'm not clear about - which behaviour is intended? The one exhibited in 1st or 3rd person?

mental forge
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I can make either work. I just need it to be consistent ๐Ÿซ 

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Really not sure what's up with it. I tried forcing controller input to be 0 and that was no good

median canyon
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how are you handling speed?

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through controls.movement?

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Actually, nvm, I'll just read the code before I get any bright ideas, or ask any dumb questions :P

mental forge
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varying speed is handled through controls.movement, yeah
for changing max speed there's a constant effect Speed and Athletics boost as well as an animation Speed option change

median canyon
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I mean...
does local first = camera.getMode() == camera.MODE.FirstPerson help?
can tune the speed multipliers between the two.
You don't allow switching the camera view while moving anyway

mental forge
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yeah that could work in a pinch, doesn't actually address the root cause of what the heck is going on though

median canyon
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I know

mental forge
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also would take a lot of guess and check to get it similar

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different stats and encumberance might change the ratio; might not be linear in all cases

median canyon
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oh yeah, that too.
And the weirdest part being that the animation itself plays at the same speed in 1st and 3rd if isolated :/

mental forge
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  • setting animation speed to 1 in both cases doesn't fix it
  • not disabling run animation doesn't fix it
  • forcing controller move input to 0 breaks it
fair junco
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Oof, that's nuts. forced first person is looking like a better option

final matrix
final matrix
# mental forge Just surfing but yeah

I mean can you adjust the surfing speed for the different perspectives independently? Sorry if Iโ€˜m asking dumb questions, because of my lack of knowledge in that direction ๐Ÿ˜…
I thought maybe forcing 3rd person would be better in this case If you would have to choose which perspectiveโ€™s speed you want to adjust.

mental forge
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Yeah I'd want to default to 3rd to show off the animations at least

mental forge
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When I replace shieldgo with shieldgrab1 (which doesn't have root movement):

  • third person doesn't move forward at all
  • first person moves forward
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With shieldgrab1 and controls.movement = 0, no movement on either

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With shieldgo and controls.movement = 0, consistent and really fast movement on both

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so I guess I'm going to force movement to 0 and rely totally on animation root movement. throw away controller movement

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that means shieldl and shieldr need to apply root movement in a way similar to runleft and runright

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also I need to manually reduce fatigue and grant athletics skill

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I actually don't know if can I blend left/right

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checking

fair junco
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so does that mean that your going to use the animation for consistent fast movement? its not just the speed, for me there was no momentum , like it moves the same over flat ground as down slopes. it would make more sense as a hover board, the 1stp motion actually felt more like movement with friction

mental forge
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I'm messing with varying the anim speed right now

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should feel like 1st person

fair junco
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ah so youve solved it?

mental forge
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I hope so, checking now

fair junco
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cool well let me know what you need from the anims, i was messing around with rm in the turns bbefore but havent touched it in a while since you were using the sneak

fair junco
final matrix
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I see

fair junco
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i prefer first person personally but i did put a lot of work into the animations so it would be nice to have both ๐Ÿ˜…

mental forge
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forward movement is consistent now, but it totally busted drifting.
one step forward, two back I guess

final matrix
mental forge
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even turning is busted

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I wonder if I can just change "player movement ignores animation"

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omg that was it

digital lantern
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๐Ÿ™

mental forge
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now all I have to do is fix the speed boost spell effects

median canyon
mental forge
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enable ignore

median canyon
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I've seen Capo say that that option is bad, and it may be better if it was gone. Just FYI

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no context on why though

mental forge
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like we won't be able to ignore animation?

median canyon
tepid parrotBOT
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player movement ignores animation being turned on would actually cause this

mental forge
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great

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well if they want to get rid of that setting at some point, someone else can patch this mod

mental forge
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pushed up fixes and @final matrix 's new glider meshes

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please mess around with it; this is the final testing phase before release

final matrix
fair junco
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i made them properly 3d

final matrix
fair junco
final matrix
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Do I have to use the 0.51 dev build of openmw? I'm still on 0.50.
Surfing works fine, the script for the gliding mechanic also functions without any issue, but the glider itself don't show up and the gliding animation don't play.

fair junco
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the folder names have changed slightly DwemerGlider to Dwemer Glider

final matrix
fair junco
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its a little messgebox just when you load in, its what just happened to me

final matrix
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I used the openmw data directory method and assigned ErnGlider-main, 00 Core and 01 Dwemer Glider btw

fair junco
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idk then, thats the best i got

final matrix
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Hmm, well then I'll have to try out other stuff.

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Besides that, my current character uses this bonemold gondolier helmet as a shield in combat (I translated it into a shield model) and because of this mod, now also for surfing. Love it datchim

final matrix
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When I assign 01 Racer Glider instead of 01 Dwemer Glider in the directory instead, I get the animations at least...

fair junco
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wierd, something going on with the bone ๐Ÿค” its working for me, maybe load order?

fair junco
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but its better as full 3d

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you can just drop in the files i posted to replace

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i dont think they do anything yet though

final matrix
# fair junco that shield is awesome

Thanks! Maybe a bit small while surfing in comparison to the normal sized shields though. But for me it's alright.

Trying to hide the sheathed one on the back, would probbably require more stressful tinkering and wizardry right? yagrwut
Maybe something to look into in the futere after a first release.

final matrix
fair junco
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i don't know, sorry. it shouldn't really matter but if it was last than that should have been fine

fair junco
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yeah i thought the shields might be showing a little bit small but i wasn't sure if it was my imagination

final matrix
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Would be funny as a little mod idea to wear one of those helmets and as soon as you draw your weapon it gets removed from your head and spawns in your hand as a shield (I use hotkeys to simulate that currently). I think this might be even possible in morrowind scripts from the construction set.

fair junco
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haha that would be awesome

final matrix
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And after that, make it a respawning throwing weapon sipsshein

mental forge
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I'll have to check meshes on my side ๐Ÿ‘€

fair junco
# mental forge please mess around with it; this is the final testing phase before release

im still having the thing with 1stP, do i need to uncheck the option in the launcher?
in 1st its really fun, the speed builds up well but i think momentum should decay faster when on more level ground and especially when going uphill. if it drags you to a crawl on an uphill with a speed boost right away after, it might feel more like cutting on a wave ๐Ÿค”

mental forge
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Speed decays slower for heavier shields btw

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Heavier shields also accelerate slower, they are generally faster, and they take more condition damage.
Lighter shields decay less with sharp turns

final matrix
fair junco
mental forge
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pushed up the new CHIM checkpoints, fixed the dwemer hang glider, increased friction decay, and increased down-slope momentum gain

mental forge
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just pushed up bonuses for hitting gates

fair junco
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its feeling great now! you can really carve up the slopes.

mental forge
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Yay! Anyone want to make a demo video on YT for the mod page?

fair junco
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ill see if i can upload a viddy

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i'm enjoying the shieldl and shieldr atm. their subtle, maybe too subtle, it would be cool to use both those and the sneak arms interchangeably somehow

mental forge
fair junco
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hmm..

mental forge
mental forge
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@final matrix what's your nexus account again?

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๐Ÿฅณ

agile tapir
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Ahhh the nexus release

mental forge
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Trying to upload 1.1.0 that has some fixes, but Nexus is being very uncooperative

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whew, there it is

final matrix
fair junco
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Woooo!

final matrix
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Many Cliff Racers and Dwemer Automatons died in the making of this cliffracer yagrwut

fair junco
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started rebuilding the racer glider from scratch. it remains to be seen if it will turn out ok. blender psychosis is real, mad respect to the MOP/Atlas folks ๐Ÿ˜…

final matrix
fair junco
fair junco
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regarding your issue with the download. im not seeing any issue with it ๐Ÿคท but sometimes 7z works better

final matrix
fair junco
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nice!

final matrix
fair junco
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haha yeah it has its charm

final matrix
fair junco
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Its not showing for me either. I'm pretty sure manually integrating the folders won't help, usually at best just makes updating harder, but ๐Ÿคท yagrwut

fair junco
mental forge
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Argh this release is not as smooth as I hoped with the corrupt file! Thanks for fixing it Dubious

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I'm surprised you're both getting issues with the glider model ๐Ÿ˜ตโ€๐Ÿ’ซ

mental forge
fair junco
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yeah its weird about the gliders though. i think it happened on the last git update before release, when you added the third glider option

mental forge
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I just installed direct from git and the racer gliders are working fine ๐Ÿ˜ฉ

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no idea what this reported error is: "Now there is a mismatch error. Requested 331, got 344. "

mental forge
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๐Ÿ˜ฉ I don't like bug reports

raw zephyr
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hey, sry can you explain shortly whats the proper way to add extra bones to armature (im assuming you did it for a shield and glider), are you just adding extra bones to the corresponding animations , or you have a separate nif file that serves as a kind of bone definition file where its only a skeelton with new bones added and no anim

fair junco
# raw zephyr hey, sry can you explain shortly whats the proper way to add extra bones to arma...

i would add the bone in edit mode in Blender and then export it with the animation and clean up the nif afterwards, all the ik targets and stuff were getting baked in so i removed them and then add NiStringExtraData with the tag BONE to the added bone. so its all baked into the animation. would it be better to add the skeleton seperately? i guess it would make iterating a bit easier, but is there performance benefit?

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@mental forge i fixed the glider not showing up by unchecking Preview if stand still option in OpenMW Camera settings yagrwut

raw zephyr
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Oh, is it necessary to add that NiStringExtraData for the bone to be recognised as an extra bone?

mental forge
fair junco
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btw i noticed the shield animation seems to be playing a loop between shieldgo: start and shieldgo: loop start instead of going form loop start to loop stop so the loop is very short, is that intentional? or have i messed up the keys?

mental forge
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That wasn't intentional, i wonder if it's an openmw bug?

mental forge
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I gotta debug the glider quest
Working with dialogue is such a pain

fair junco
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yeah, whats gone wrong it?

mental forge
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I think I need more entries so people's hands are held more

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I think the conditions work now in 1.1.0

mental forge
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wow it's totally busted

mental forge
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pushed up quest dialogue changes

mental forge
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Yay it looks like all the bugs are fixed

final matrix
# mental forge Yay it looks like all the bugs are fixed

Even though everything else works completely fine, none of the different glider versions show up while in the gliding animation. Doesn't matter if I assign the Core and for example Racer folders separately to the directory or merge the folders ๐Ÿฅฒ

mental forge
final matrix
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All these animation settings I can see here are on.

mental forge
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It's in mod settings I think

fair junco
final matrix
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Is it really necessary to upgrade to 0.51.?
I mean I could try as a last resort, but last time I did an upgrade from 0.49. to 0.50. it broke some mods and shaders, so Iโ€˜m a bit concerned ๐Ÿ˜…

fair junco
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you can have multiple installs and just run whatever, you dont need to overwrite openmw if you want to try the newest

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idk if thats it but worth a shot.

final matrix
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Gonna try now ๐Ÿ‘

final matrix
mental forge
final matrix
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Was it that ori command?

mental forge
final matrix
mental forge
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I just start openmw from the terminal in windowed mode. Then you see the logs in the terminal

final matrix
final matrix
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Can only send the openmw.log for now, maybe there is something in there that could give a hint. Have to go to sleep now anyways.

mental forge
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No missing bone errors ๐Ÿ˜ตโ€๐Ÿ’ซ

fair junco
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so bizarre

median canyon
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Just in case it's stll relevant

final matrix
final matrix
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Thank both of you, for still having hope for me ๐Ÿ™ ๐Ÿ˜…

mental forge
final matrix
final matrix
mental forge
fair junco
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Oops i forgot about the beast animations angyfargoth thats probably it, ill try and sort it ๐Ÿคž

fair junco
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ok fixed and i think i fixed the text keys too, but i think i might need to redo the anims for the beasts because his feet are flat ๐Ÿ˜‚ but at least it doesnt explode

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however i realised that the glider anim is also busted for beasts but for a totally different reason that i dont know hoe to fix ๐Ÿ˜ญ

mental forge
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Should I replace all of them or just the beast ones?

fair junco
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all of them, i made a few fixes to the lot

fair junco
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so yeah the beast glider is currently still jank, i need to consult with the elder council for a fix. the whole thing gets kicked over about 2 metres.
you can see the difference here, i tried moving it but it just explodes

mental forge
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Weird! Thank you for the fixes though ๐Ÿ™

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I pushed up 1.3.0 with your surf anim fix

fair junco
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no worries :D

fair junco
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would this work on 0.49?

fair junco
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i've been thinking about the "movement ignores animation" issue, your script is essentially modifying vanilla movement, right? so im wondering now is the root motion in the animation actually just getting in the way, if there was some way of completely removing the root it might solve the issue. because most mods that are affected by it, its the other way around, like the various dodge or sitting mods need the setting off ๐Ÿค” i need to know how the vanilla move animation is done..

fair junco
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after some experiments i made it work without the motion, but its super weird. it starts verrry slowly but does gradually build up speed, but anytime it re-touches a vertex it loses all the momentum, its all very strange, maybe i just made it too fast... ๐Ÿค”

fair junco
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idk its not really that big of a deal anyway ๐Ÿ˜… just a curious thing

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just thinking aloud

fair junco
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new glider model is turning out nicely. texture is still jank because UV mapping is hard but im very pleased with this so far sipsshein

mental forge
fair junco
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Yeah it's weird ๐Ÿคท could be worse though and it's good that it's not an issue for 1stP. A nexus comment made me realize that making the loop longer is actually what slowed down the movement ๐Ÿง so if someone feels like they are moving through treacle, it's because they haven't checked the setting

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Its funny because it actually feels kinda realistic at first without the setting, it just doesn't build momentum. But yeah no biggie it still works todd

final matrix
#

I still have to check for the logs in the terminal, but wanted to leave this here, if I might come back to it.

Could animation replacers conflict with the glider vfx in general?

As I mentioned in the OSSC thread, Iโ€˜m using these replacers: #1490798707858210939 message

tepid parrotBOT
fair junco
# tepid parrot

shouldnt really be an issue but its possible of course, i think im using at least part of all of these๐Ÿค” i suppose anything that adds bones/animation meshes could potentially conflict but i need to do more research to figure out in what way.
thanks! ill be looking into it. there seems to be some mysticism going on between all the animation mods going around, it would be good to understand it better...

final matrix
#

Thought about the Solar Surfer from Treasure Planet again while surfing downhill on a shield into a body of water...
You saw my video about the equippable Dwemer boat concept, right? I wouldn't use that model completely, but maybe parts from it to make a Dwemer Surfer.
Now my question or idea would be, if the shield surfing animation and handling could be used for a "motorized" surfboard, applying a waterwalking effect of course and use magicka as fuel? You would always have a water vehicle at hand, alongside the glider or maybe as a seperate mod.

agile tapir
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Hey was there a fix for the two handed gilding model, I canโ€™t see the glider?

mental forge
agile tapir
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Ok

median canyon
final matrix
final matrix
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I see ๐Ÿ˜

mental forge
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If you make the model I will make the script though. Super neat

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I'm wondering about how to handle the surfboard

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Since it won't be a shield

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I kinda don't want to make another quest like I did for the glider

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And what the resource cost will be

final matrix
# mental forge I'm wondering about how to handle the surfboard

With handling you mean how it would move forward? The current shield surfing script would need to be edited to make it possible to continously move on the water surface. To visual immersion, Iโ€˜d put a propeller at the back of the board.

About finding it in the world. Maybe it could be found as an item on a beach, sticking out of the sand and a note next to it. By activating it, it becomes a permanent spawnable gadget like the glider.

For resource, Iโ€˜d use magicka that gets used. When the โ€žfuelโ€œ is empty, the board vanishes.

mental forge
#

Oooo, I like making it just an item you find somewhere. If the fuel is magicka, non mages will only be able to travel for like a minute ๐Ÿค”

#

And how do I distinguish between shield surfing and board surfing with user input?

#

Maybe if you get the board, it replaces shield surfing

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But then the resource cost change becomes annoying

final matrix
# mental forge Oooo, I like making it just an item you find somewhere. If the fuel is magicka, ...

Hmm, maybe having it as an option to either use magicka or fatigue?
Another idea would be to fortify the magicka (by x amount, whatever feels right) when spawning the board. Donโ€˜t know how hard it would be to let a script check for how much magicka points the player already has and fortify them to a certain degree to make a barbarian and a mage briefly equals by their magicka pool while surfing (you couldnโ€˜t use spells in that mode anyway).

And could the board only be spawned while in/on water using the same input for triggering shield surfing?
It could also be a rule that you must have no shield equipped for being able to spawn the board.

mental forge
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If you want to limit it to just water that would work well!

final matrix
fair junco
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working more on my new glider, does this look like level 2 or 3?

mental forge
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Definitely 3! Looks great

fair junco
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nice ๐Ÿ˜Ž almost there, just got to rebuild my texture atlas

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and figure out the animations ๐Ÿค”

final matrix
agile tapir
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Not initially

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Iโ€™ll record when I get back home

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I didnโ€™t get the glider authentically id like to add

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And I updated from a previous install

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From the old model using no hand to the two handed ones

final matrix
agile tapir
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It only comes up after like a second or third consecutive try at โ€œglidingโ€

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Meaning jump high enough for the gliding to start but no glider model shows up

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It worked perfectly before with the two handed model before the added one handed model and change

agile tapir
signal root
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I also have the invisible glider bug

median canyon
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if you do - disable it

signal root
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Where is that setting?

median canyon
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settings->scripts->OpenMW Camera

signal root
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It's already disabled for me

median canyon
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Huh, that's a first. Then it's something else

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Quite a few people had it because of that setting

signal root
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Hm

median canyon
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Then we'll have to wait for Blur to wake up

fair junco
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in the same settings

signal root
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Yes

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I just disabled it and that fixed it ๐Ÿ™‚

fair junco
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nice! those camera settings just don't play well with this for some reason ๐Ÿค”

mental forge
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Sorry I got food poisoning

fair junco
final matrix
#

@mental forge Might be good to mention Preview if stand still should be disabled in future readmes.
Hope your stomach is doing well and you feel better ๐Ÿซถ

final matrix
#

@fair junco Don't know if you want to go into the animation at some point again. Probably not anytime soon, because of all your recent side questing ๐Ÿ’ช๐Ÿ˜‰
But if so at some point, would you mind adjusting the left arm a little bit lower and outward? It would not only come in handy for my model, but your Racer one too from what I noticed.

And btw, it's pretty nice to see, that the triggers of the handles still have their animation and constantly moving (this wasn't intentional by me attaching them). Feels even more immersive for those who really zoom into details of the model.

fair junco
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damn i thought i fixed that... yeah i will make a note for next time i'm looking at that one

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thanks for letting me know :)

final matrix
raw zephyr
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Nerevar couldve taken it easy and just hang there relaxed with outstretched arms

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But no that nwah gotta flex

mental forge
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pushed up 1.4.0 that has more input settings and the ability to completely bypass the glider quest

fair junco
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More input settings? Ooh ๐Ÿ‘€

mental forge
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dedicated keys / disable directional jump

fair junco
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I've been going mad totally rebuilding he glider and animations, almost done

fair junco
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When I do the shield animations again I'll ask you about a trick hotkey ๐Ÿง

mental forge
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since movement controls are disabled while surfing, I can just steal those for trick input

fair junco
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How about something like shift to crouch? Either for speed boost on landing or extra jump or a flip? ๐Ÿ™ƒ

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Also I was wondering about the animation loop, I had a kind of "lead in" anim for the start that would be really cool but looks dumb if it's looped. Do you know if there's a way to go from kf: start and then transition into the kf: loop start. So for surfing it would be a landing anim, or for the glider it would be a sort of "unfurl" anim. Does that make sense? I'll probably ask in the animations channel too when I'm getting to it

mental forge
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I'm sure it's possible, probably need to do some funky animation code

mental forge
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Beast animations are borked

fair junco
# mental forge Beast animations are borked

i know ๐Ÿ˜ญ i need to poke max about the glider thing, the rebuilt anim has the same issue of being shunted off two metres to the right. angyfargoth
it definitely shouldnt be doing that

the shield i can fix i just need to make the time. i have a dumb little mod that im desperate to get done for may 1st

mental forge
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No rush, this is all for fun ๐Ÿ˜„

fair junco
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I take having fun very seriously! ๐Ÿง colovian

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Lol I do feel bad for the beast folk though, I've been trying to add a little tail flourish into the anims I do as a treat

final matrix
fair junco
fair junco
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just pushed a MR ๐ŸŽ‰
gliding remaster, and fixed the shield bug for beast surfing

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still planning to rework the surfing totally but its working for now

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beast gliding is still borked though ๐Ÿ˜ญ

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cant figure it out, i fixed it for an anim i made for foxunder but i cant seem to replicate the fix sadcat

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psyched about these new gliders though. im so happy with how they turned out

mental forge
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Merged ๐Ÿค˜

median canyon
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Dubious out here doing Todd's work

abstract sable
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probably unreasonable ask but I would really love maybe something that disables preview if stand still/360 view dynamically when it realizes we gliding. That would be lovely

mental forge
abstract sable
final matrix
#

Glider + OSSC + Blink = Close range Cliff Racer hunting โš”๏ธ cliffracer
||Need some more practice though 36vehks||

tender matrix
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:0

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yknow, this vid convinced me to finally install the mod

heavy sundial
#

What is left to do for this mod to be released/not a WIP anymore? Is it just the glider wings looking "borked" for beast races ?

final matrix
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It is already released on Nexus

heavy sundial
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lmao I'm sorry I missed that ๐Ÿ˜ญ

final matrix
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There are some animations, dubious wanted to adjust and he will also put in a new Racer glider model.

Not sure about the thing, that the equipped shield is still visible on the back when surfing. Have you thought about this @mental forge ?

agile tapir
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I love the tech tho will def try

final matrix
fair junco
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I wonder ๐Ÿค” could i move the actual shield bone as part of the animation instead of inserting a new bone. Then you could theoretically just equip the shield instead of adding it as vfx? yagrwut

mental forge
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Moving the bone would be best

fair junco
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hmm well maybe not 0 jank.. did actually run into this issue yagrwut
one time when i switched from 1st to 3rd i got stuck spinning, even when paused. if i cancel the glide it stopped and would go spinning again when gliding until i reloaded... i have no idea

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i couldnt reproduce, only happened once todd

tender matrix
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my imga as soon as they get their hands on the glider

fair junco
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@final matrix the new glider anims don't quite fit the dwemer glider, it would need to be made a little bit bigger to fit them, the old one works fine apart from the hand misalignment so can just keep them seperate if you prefer it

mental forge
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getting ready to publish soon after a round of testing

final matrix
mental forge
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argonian gliding error: Can't find bone Bip01 Glider
argonian surfing error: the shield bone is not aligned under the feet; it's off to the side

fair junco
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got the files mixed up then, ill repackage it in a bit

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sorry, of the glider animation

mental forge
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Thanks ๐Ÿ˜Š

fair junco
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but thats just the shield bone shift for the beasts.

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let me know if theres any warnings

mental forge
#

surfing works great now for beasts, but gliding anim is still busted

[11:32:58.931 W] Warning: addAnimSource: can't find bone 'bip01 glider.001' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xglider.kf)
[11:33:01.636 W] Warning: addAnimSource: can't find bone 'bip01 glider.001' in meshes/xbase_anim.nif (referenced by animations/xbase_anim/xglider.kf)
[11:33:02.863 W] Warning: addAnimSource: can't find bone 'bip01 glider' in meshes/xbase_animkna.nif (referenced by animations/xbase_anim/xglider.kf)
[11:33:02.863 W] Warning: addAnimSource: can't find bone 'bip01 glider.001' in meshes/xbase_animkna.nif (referenced by animations/xbase_anim/xglider.kf)
[11:33:02.913 W] Warning: addAnimSource: can't find bone 'bip01 glider' in meshes/xbase_animkna.nif (referenced by animations/xbase_animkna/xgliderkna.kf)
[11:33:02.913 W] Warning: addAnimSource: can't find bone 'bip01 glider.001' in meshes/xbase_animkna.nif (referenced by animations/xbase_animkna/xgliderkna.kf)
fair junco
#

Ok I'm getting all confused I'm sorry, trying to do multiple things at once. I have thee working anims in game so I know I did them ๐Ÿ˜…

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I will review later when I have time and compile properly

final matrix
fair junco
final matrix
fair junco
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Yes I made my new glider models to fit the old one but then I had to scale them up to fit. I definitely don't want to redo the anims again lol not unless I have to, I don't mind scaling up your model either just didn't want to mess with your stuff

final matrix
final matrix
mental forge
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nice, merged em ๐Ÿ˜„

fair junco
mental forge
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still getting Error in DelayedAction addVfxAction: Can't find bone Bip01 Glider for female khajiit ๐Ÿ™

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maybe it's missing the BONE string

median canyon
mental forge
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I can't add the BONE string data as child for some reason

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it's just not popping up

median canyon
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Did you find the bone itself? Cause I just don't see it in nifskope

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if it's there and I'm blind I'll add the string and send it to you

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assuming dubious is asleep already

fair junco
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sorry yeah here, the bone was there but not the string, which is totally weird because i was just testing it. idk yagrwut

median canyon
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am blind

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Couldn't find it for the life of me

mental forge
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yay it worked! published ๐Ÿ˜„

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thanks everyone colovian

abstract sable
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I seem to be unable to shieldsurf with this update

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nvm my shield is broken

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mfw surfed too much