#Glider
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I added in your new meshes and animations to git, couldn't wait ๐
they look great 
just fixed the bug that prevented the glider anim from cancelling early
once the surfing bone is fixed to put the shield under the feet I think we're good for a 1.0 release
ah I have to fix the vfx for the updraft still because of statics
too many bugs and
in workarounds. now only ashmires give you updrafts
Todd Ex Machina
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.
Thanks for the update! So you mean, that your current Racer-Glider model and it's handles didn't change and you just adjusted the animation? If so, could you rather send me a recent model of your glider nif? I can't open non-nif files in my version of nifskope.
Latest stuff is all in the github
Yeah and now I also saw the zip file for the most recent versions and animations too
Can't wait to see this glider mod for Skyrim and Morrowind
uh.. definitely not for skyrim anyway haha but we've got it mostly working for morrowind
ill do beast later, too tired now 
its still a janky and the loop is messed up so i need to adjust the keyframes
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
I can hide it when in 1st person so you don't need to make a different one
as for the shield on the back, I think you'll need to disable shield sheathing in the settings.
if that's not doable, then I have to unequip the shield while you are surfing
re-enabled updrafts for lava vents and I also added a draft for those CHIM gate markers
they don't do anything yet, just testing rendering and placement
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
Ahh vertical rings maybe
Vertical? Like for drops?
I was thinking like this mainly. Peak gliding.
Its not actually something I want in my Morrowind
but
You meant it like this mini game from TotK, right?
still havent played the second one...
You should! I like even a bit more than BotW, because of building stuff, the sky islands, the underground area and the best part... the ability to throw items 
I've only played BotW too
Apparently Monster Hunter Wilds works on PC now. Excited to try that out
Updrafts are not working now for some reason ๐ฉ
i think i've cracked it!
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 
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 ๐
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
cant figure out how to make the cylinders transparent though.. i keep having this issue
wow it's so weird how differently it plays in first person vs third!
pushed up your animation changes and the ashmire fix
it's probably some hidden nif node or material property
once I figure out this speed problem we can tune in the knobs and get 1.0 out ๐
#lua-scripting message
I'd hazard a guess maybe you exported at the wrong framerate.
Maybe it has to do with how I'm cancelling the running animation
@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 ๐
oh yeah i assume so it will need some adjusting to fit. the new bone that the glider attaches to had to be turned around, i forgot to test with your dwemer glider. did you try it?
i think my glider nif actually needs to be adjusted a little bit up to fit properly but its close. mine is made on whatever orientation cliffracers are naturally ๐
No worries. I'm aligning it to your's now and we figuere it out later. Haven't tested it in-game yet, but I'm gonna send you the nif file soon, so you can check for yourself ๐
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.
awesome, thanks ill check em out! :)
@final matrix looks great!
Yeah, better than I expected ๐ฅ
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?
I just guessed the positioning based on your picture
yeah, and slightly rotated i think. its the same for the racer glider
oh ill check that
Didn't included the rotation yet, though.
Rotated it 10 units now. From -180 to -170

Lol you're using the head mod 
22 unique downloads on that one, just surprised to see it
haha yeah i made a retexture with the pixel versions i was messing with. hope you dont mind i just put it on my modpage, i meant to ask before i hit save but its up there now
notice the eyebrow? i added it to the earing animation 
oh its not there on those screens actually
Oh you're totally free to remix and reupload any of my stuff. Just can't change the license
๐
Lol so the eyebrows dance left right all the time ๐คฃ
Ah damn, probably because of the reversed way the model is shown in nifskope. Maybe Now?
And I'm glad that these simple vanilla dwemer levers fit perfectly for it. 
yeah looks good, nice one. i tried adjusting the bone but its way too fiddly so this is the way
idk if it maybe could be slightly back towards the middle or if im overanalysing it
Great and don't stress yourself with trying to adjust the animation again. Let me do the way easier fiddling with the gilder itself this time haha
I put it slighty in the direction to where it was originally.
perfect ๐
Alright, then I'm also gonna make the less advanced version now, based on this.
awesome
@mental forge These are the updated models to be integraded into the files for the mod ๐
Do you want me to replace the old ones or make these a variant?
I have a wedding to attend this weekend so that speed fix is gonna have to wait a bit longer
Depends. If you want to release the mod using dubiousnpcโs 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 itโs 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.
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.
Whatever you prefer. Tr glider anims aren't related to the surfing anims, it's kept separate, but yeah whichever you want
Can do both too
Good to know.
Iโm open for both, but maybe blurpandra doesnโt want to have additional versions and ESPs to clutter her mod page.
Originally the backpack was just a workaround for me to have an attachment to the player and being used in tandem to my ridable dwemer cricket model.
(Searching for a screenshot now to show you)
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 ๐คท
No stress anyway 
Cricket alone and in combination with the backpack glider version.
You feel like Teo from Avatar the last Airbender with the two combined 
Haha yeah that's awesome
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 
Oh tell me more, Iโm hyped 
I might have to look into it just so I could see.. ๐ it would be the strangest mount
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 ๐คท can always do your own version and one for this if you had your own idea
Probably, I mean these are just pants haha
But since โancient advances technologyโ is part of the lore, you can use it as reasoning for anything in that direction 
The old guar rider mods were just pants too
Though about it actually. I just have to check if I have enough time to make it really working for anyone. I havenโt found a solution for the playerโs 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.
Same vibe...? 
Yeah I see, maybe you could make it a blanket to mimic Teo's look
Something like this or dwemer boots the player would lock into. Maybe having common pants as upper legs but with some minor attachments to the sides or so.
Yeah I have to make up my mind and try out different approaches.
Yeah there's lots of ways to approach it. You could have a look at the recent animated horse riding mod if you want to go that route
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 ๐
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?
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.
But I get that it's a lot
I haven't figured it out fully yet either
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
Crash course in animation has been wild but its really cool being able to consider it as an option
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)
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.
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
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
But also if you make another nif with dif bone names and dif animation group name so nothing conflicts with actor bone and groupnames
Then maybe MAYBE that cursed abomination will work haha
Haha
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
Just got a oversized cape flying on the back pop up in my head soon as you said fabric
If youโre able to make the fabric animation thing possible, we could also add these moving ribbons of the TotK gliders onto the Zelda glider model I want to make in the future.
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
#lua-scripting message
might have to just force third person movement when surfing
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
hmm i guess so :/
thats a bit of a shame, at least it does feel good in first
I'll try using the animation interface with priority instead like Arrean did. maybe it will work fine
I dunno if that is strictly correct way to do that
docs say both animation.playBlended and I.animationcontroller.playBlendedAnimation are a bit sus
but - that was minimally reproducibly example I could do
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
Scripted wasn't the magic bullet
your test was from a standing position right? you weren't moving forward with the keyboard or controller?
I wasn't
I can re-test
Or, ofc, you can just add a "onKeyPressed" with the same code
thats what the animation would look like just playing straight, unlooped
I don't know guys it's beating me
I don't know enough to help 
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?
I can make either work. I just need it to be consistent ๐ซ
Really not sure what's up with it. I tried forcing controller input to be 0 and that was no good
how are you handling speed?
through controls.movement?
Actually, nvm, I'll just read the code before I get any bright ideas, or ask any dumb questions :P
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
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
yeah that could work in a pinch, doesn't actually address the root cause of what the heck is going on though
I know
also would take a lot of guess and check to get it similar
different stats and encumberance might change the ratio; might not be linear in all cases
oh yeah, that too.
And the weirdest part being that the animation itself plays at the same speed in 1st and 3rd if isolated :/
- 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
Oof, that's nuts. forced first person is looking like a better option
Did I understand that right that 1st an 3rd person movement/gliding/surfing speed is different?
Just surfing but yeah
I mean can you adjust the surfing speed for the different perspectives independently? Sorry if Iโm asking dumb questions, because of my lack of knowledge in that direction ๐
I thought maybe forcing 3rd person would be better in this case If you would have to choose which perspectiveโs speed you want to adjust.
Yeah I'd want to default to 3rd to show off the animations at least
When I replace shieldgo with shieldgrab1 (which doesn't have root movement):
- third person doesn't move forward at all
- first person moves forward
With shieldgrab1 and controls.movement = 0, no movement on either
With shieldgo and controls.movement = 0, consistent and really fast movement on both
so I guess I'm going to force movement to 0 and rely totally on animation root movement. throw away controller movement
that means shieldl and shieldr need to apply root movement in a way similar to runleft and runright
also I need to manually reduce fatigue and grant athletics skill
I actually don't know if can I blend left/right
checking
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
ah so youve solved it?
I hope so, checking now
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
it was more a matter of which one was working at the time
I see
i prefer first person personally but i did put a lot of work into the animations so it would be nice to have both ๐
forward movement is consistent now, but it totally busted drifting.
one step forward, two back I guess
Would be sad to not have it visible in the end after all the effort 
even turning is busted
I wonder if I can just change "player movement ignores animation"
omg that was it
๐
now all I have to do is fix the speed boost spell effects
Did you enable or disable it?
enable ignore
I've seen Capo say that that option is bad, and it may be better if it was gone. Just FYI
no context on why though
like we won't be able to ignore animation?
Ah, nvm. It's https://discordapp.com/channels/260439894298460160/260443579908882434/1482459042768093355 this convo, but I think I misread
player movement ignores animation being turned on would actually cause this
great
well if they want to get rid of that setting at some point, someone else can patch this mod
pushed up fixes and @final matrix 's new glider meshes
please mess around with it; this is the final testing phase before release
Nice! Could share your github link again for the download?
woo! nicely done :D
here's some improved race icons โจ
i made them properly 3d
Very cool! Do they "hover" in place, similar to item boxes from mario kart for example?
they also rotate 
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.
did you get a little message that said "you didnt install the glider mod correctly"?
the folder names have changed slightly DwemerGlider to Dwemer Glider
Not from what I noticed. Where should that pop up?
its a little messgebox just when you load in, its what just happened to me
I used the openmw data directory method and assigned ErnGlider-main, 00 Core and 01 Dwemer Glider btw
idk then, thats the best i got
Hmm, well then I'll have to try out other stuff.
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 
These little guys are looking a bit more "saturated" for me ๐
When I assign 01 Racer Glider instead of 01 Dwemer Glider in the directory instead, I get the animations at least...
wierd, something going on with the bone ๐ค its working for me, maybe load order?
that shield is awesome
yeah that was my first attempt. i didnt know about alpha blending to make it transparent
but its better as full 3d
you can just drop in the files i posted to replace
i dont think they do anything yet though
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? 
Maybe something to look into in the futere after a first release.
It's loaded at the very last spot. Or should I place it more to the beginning?
i don't know, sorry. it shouldn't really matter but if it was last than that should have been fine
yeah we talked about hiding the shield on back, i think blur said it was possible, wizardy doesn't seem to be out of her skill range
yeah i thought the shields might be showing a little bit small but i wasn't sure if it was my imagination
While editing the helmet and shield models I shrinked them, so that the helmet version won't glitch with weapons that are worn on the back. The vanilla and Tamriel_Data sized helmets, translated into a shield would be big enough for immersive surfing I think.
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.
haha that would be awesome
And after that, make it a respawning throwing weapon 
I think the only way to make the shield bigger is to make the bone bigger or something. There's nothing in the vfx that would let me scale it
I'll have to check meshes on my side ๐
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 ๐ค
Yeah you need to change your settings, it's in the updated readme.
Good feedback about decay!
Speed decays slower for heavier shields btw
Heavier shields also accelerate slower, they are generally faster, and they take more condition damage.
Lighter shields decay less with sharp turns
No worries, if it wonโt work out that easily. The mod wasnโt designed for smaller shields ๐
ah thats sick, yeah i've been testing with an iron shield in the velothi mountains so im getting a good bit of speed up
pushed up the new CHIM checkpoints, fixed the dwemer hang glider, increased friction decay, and increased down-slope momentum gain
just pushed up bonuses for hitting gates
its feeling great now! you can really carve up the slopes.
Yay! Anyone want to make a demo video on YT for the mod page?
tweaked shield anims for a smoother loop
ill see if i can upload a viddy
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
my glider isnt showing up for some reason ๐ค
I just checked all 3 of your models and they work
hmm..
Ahhh the nexus release
Trying to upload 1.1.0 that has some fixes, but Nexus is being very uncooperative
whew, there it is
Itโs Semaroro ๐
Woooo!
Many Cliff Racers and Dwemer Automatons died in the making of this

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 ๐
I can see the vision already, looks really nice 
thanks! its much closer to what i originally envisioned.
hey i just uploaded an alternative archive to the nexus, can you try it?
regarding your issue with the download. im not seeing any issue with it ๐คท but sometimes 7z works better
Thanks, now the preview display, download and unzipping the files works fine. ๐
nice!
I can imagine!
The original being โjustโ a Cliff Racerโs carcass is still funny though. 
haha yeah it has its charm
@mental forge Am I supposed to install the mod like this or should I manually put/intergrade the files from 01 Dwemer Glider into 00 Core and then assign it through the data directory?
The mod as a whole works fine, animations are being shown too, but the glider model is still missing while in the air.
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 ๐คท 
Did you name it Slopes and Skies so you could add X Tricky to it later? 
Argh this release is not as smooth as I hoped with the corrupt file! Thanks for fixing it Dubious
I'm surprised you're both getting issues with the glider model ๐ตโ๐ซ
Honestly I just didn't want to rename it from Glider and that popped into my head ๐
public release is the last stage of QA. it wasn't even corrupt, i literally just repacked it.
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
I just installed direct from git and the racer gliders are working fine ๐ฉ
no idea what this reported error is: "Now there is a mismatch error. Requested 331, got 344. "
๐ฉ I don't like bug reports
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
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?
@mental forge i fixed the glider not showing up by unchecking Preview if stand still option in OpenMW Camera settings 
Oh, is it necessary to add that NiStringExtraData for the bone to be recognised as an extra bone?
It gets optimized out by the engine if you don't tag it that way. The root ancestor of your bone must also be the bip01 bone (not the ik root or unrooted)
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?
That wasn't intentional, i wonder if it's an openmw bug?
I gotta debug the glider quest
Working with dialogue is such a pain
yeah, whats gone wrong it?
I think I need more entries so people's hands are held more
I think the conditions work now in 1.1.0
wow it's totally busted
pushed up quest dialogue changes
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 ๐ฅฒ
Do you have openmw camera 360 move turned o
Is this a setting featured only in the newest 0.51. version?
All these animation settings I can see here are on.
It's in mod settings I think
its in-game settings. in the pause menu scripts/OpenMW Camera - Preview if stand still = No
Found it, it wasnโt toggled to = Yes
Now it is, still visible glider animations but no glider
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 Iโm a bit concerned ๐
you can have multiple installs and just run whatever, you dont need to overwrite openmw if you want to try the newest
idk if thats it but worth a shot.
Gonna try now ๐
Installed it. Still no glider model ๐ซ
No idea whatโs the problem on my end.
It works normally for you now, right?
Turn on debug logging and look at the console please
How do I access that mode again?
Was it that ori command?
Open up Glider mod settings. It's in there somewhere
The console log is the stdout of openmw
Turned on debug mode in the glider script settings and ended the game.
stdout? Do you mean the openmw.log file or something similar?
Sorry if Iโm asking a bit dumbly questions, my brain is fried from the day.
I just start openmw from the terminal in windowed mode. Then you see the logs in the terminal
I did that now (Iโm on mac btw if thatโs important), started openmw from the terminal, but it doesnโt update with new logs after the app starts to run and me entering the game. Not even after closing openmw.
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.
No missing bone errors ๐ตโ๐ซ
so bizarre
Do you have a body replacer?
Start openmw as normal,
open the log dir in terminal ( helps if you have a second monitor)
tail -f openmw.log
iirc tail should work on macos, if not - there definitely is an equivalent command
Just in case it's stll relevant
No, Iโm using the vanilla body model. You used the playerโs head/hair to put on the glider as vfx, right?
Gonna try that out tomorrow ๐
Thank both of you, for still having hope for me ๐ ๐
Your backpack glider is attached to the neck
Ok Iโll keep that in mind if anything might have been edited by me in terms of my character.
And my other Dwemer glider model with the handles? Is it attached to the neck too?
@fair junco You too of course! โค๏ธ
Was just the mentioning for the current moment ๐
That one is attached to a new glider bone
Oops i forgot about the beast animations
thats probably it, ill try and sort it ๐ค
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 ๐ but at least it doesnt explode
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 ๐ญ
Should I replace all of them or just the beast ones?
all of them, i made a few fixes to the lot
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
Weird! Thank you for the fixes though ๐
I pushed up 1.3.0 with your surf anim fix
no worries :D
would this work on 0.49?
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 ๐ค i need to know how the vanilla move animation is done..
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... ๐ค
idk its not really that big of a deal anyway ๐ just a curious thing
just thinking aloud
new glider model is turning out nicely. texture is still jank because UV mapping is hard but im very pleased with this so far 
I really have no idea why it's so picky ๐
Yeah it's weird ๐คท 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 ๐ง so if someone feels like they are moving through treacle, it's because they haven't checked the setting
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 
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, Iโm using these replacers: #1490798707858210939 message
I use these:
openmw-third-person-alt-attacks (also breifly disabled it for testing, but no difference)
https://gitlab.com/fallchildren/openmw-third-person-alt-attacks
One-handed animations and idle fixes
https://www.nexusmods.com/morrowind/mods/55059
Simply Walking (Remastered)
https://www.nexusmods.com/morrowind/mods/49785
shouldnt really be an issue but its possible of course, i think im using at least part of all of these๐ค 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...
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.
Hey was there a fix for the two handed gilding model, I canโt see the glider?
That would be super cool. MRs are always open ๐
Turn off move 360
Ok
The cursed setting ๐
Glad that you like the idea! I would start building a surfboard model then.
What does MR stands for btw? ๐ซฃ
Merge request ๐
I see ๐
If you make the model I will make the script though. Super neat
I'm wondering about how to handle the surfboard
Since it won't be a shield
I kinda don't want to make another quest like I did for the glider
And what the resource cost will be
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, Iโd 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, Iโd use magicka that gets used. When the โfuelโ is empty, the board vanishes.
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 ๐ค
And how do I distinguish between shield surfing and board surfing with user input?
Maybe if you get the board, it replaces shield surfing
But then the resource cost change becomes annoying
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. Donโt 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 couldnโt 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.
If you want to limit it to just water that would work well!
I would for now, to not make shield surfing obsolete ๐
Definitely 3! Looks great
nice ๐ almost there, just got to rebuild my texture atlas
and figure out the animations ๐ค
Does the glider model appear now after deactivating 360 camera?
Not initially
Iโll record when I get back home
I didnโt get the glider authentically id like to add
And I updated from a previous install
From the old model using no hand to the two handed ones
So the no/free hand model did appear already?
For me all models are not visible.
It only comes up after like a second or third consecutive try at โglidingโ
Meaning jump high enough for the gliding to start but no glider model shows up
It worked perfectly before with the two handed model before the added one handed model and change
https://youtu.be/k2qIkWQA1BQ?si=6J-3y7HaJHpZ-lDj loves this came up on my recommendations
Subscribe for more! https://www.youtube.com/channel/UCDb4rggkt81qkjzJKGF0oDg
This mod is not mine nor did I have a part in its development, all credit goes to the owner, this video is purely a showcase. You can download the mod used in this video below
Mod and Music by Ionian-M...
I also have the invisible glider bug
do you have move360 enabled?
if you do - disable it
Where is that setting?
settings->scripts->OpenMW Camera
It's already disabled for me
Huh, that's a first. Then it's something else
Quite a few people had it because of that setting
Hm
Then we'll have to wait for Blur to wake up
do you have Preview if stand still enabled?
in the same settings
nice! those camera settings just don't play well with this for some reason ๐ค
Sorry I got food poisoning
rough! happened to me the other day. no fun at all 
That's what it was... 
@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 ๐ซถ
@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 ๐ช๐
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.
damn i thought i fixed that... yeah i will make a note for next time i'm looking at that one
thanks for letting me know :)
Anytime ๐
Damn i feel those shoulders burning just by looking at it
Nerevar couldve taken it easy and just hang there relaxed with outstretched arms
But no that nwah gotta flex
pushed up 1.4.0 that has more input settings and the ability to completely bypass the glider quest
More input settings? Ooh ๐
dedicated keys / disable directional jump
I've been going mad totally rebuilding he glider and animations, almost done
Cool
When I do the shield animations again I'll ask you about a trick hotkey ๐ง
since movement controls are disabled while surfing, I can just steal those for trick input
How about something like shift to crouch? Either for speed boost on landing or extra jump or a flip? ๐
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
I'm sure it's possible, probably need to do some funky animation code
Beast animations are borked
i know ๐ญ 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. 
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
No rush, this is all for fun ๐
I take having fun very seriously! ๐ง 
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
Custom sail mesh for their tails, giving them a buff for steering? XD
just pushed a MR ๐
gliding remaster, and fixed the shield bug for beast surfing
still planning to rework the surfing totally but its working for now
beast gliding is still borked though ๐ญ
cant figure it out, i fixed it for an anim i made for foxunder but i cant seem to replicate the fix 
psyched about these new gliders though. im so happy with how they turned out
Dubious out here doing Todd's work
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
I don't understand. Like the camera is going into vanity mode?
I think you can disable idle -> vanity swapping in the main openmw settings
Ah no no it was an idea to get around the limitation of the glider animation breaking(glider not showing) when we have preview when stand still or 360 view enabled. Something that dynamically turns this off when activating glider and then turns it on could be a solution if it is at all possible. That was what I am saying. Great mod either way
Glider + OSSC + Blink = Close range Cliff Racer hunting โ๏ธ 
||Need some more practice though
||
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 ?
It is already released on Nexus
lmao I'm sorry I missed that ๐ญ
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 ?
There goes updrafts ๐ฅน
I love the tech tho will def try
The file xbase_anim_sh.nif from the mod Weapon Sheathing has this bone for the shield (as you probably know).
Could a vfx applied there to hide the shield on the back, as soon as the player starts surfing?
I wonder ๐ค 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? 
Moving the bone would be best
i did it! no more glider jank for beasts! ๐ 
hmm well maybe not 0 jank.. did actually run into this issue 
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
i couldnt reproduce, only happened once 
@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
getting ready to publish soon after a round of testing
Can you send me some pictures of your character, using the gilder with the new animations? So I can adjust my model accordingly before the new release.
Or you send me the new animation files so I can check for myself in-game ๐
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
got the files mixed up then, ill repackage it in a bit
here, replace entire animation folder with this
sorry, of the glider animation
Thanks ๐
and here for the surfing
but thats just the shield bone shift for the beasts.
let me know if theres any warnings
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)
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 ๐
I will review later when I have time and compile properly
Interesting that the glider model shrinked. How come?
It shouldn't be much of a hassle for me resizing it and maybe adjust the handles too.
Yeah I'm not sure, maybe I scaled the bone by accident, but If so I wasn't aware that would be an issue. If that's what happening anyway, it's a little hard to tell
Does this affect your glider too? And are planning to look into it again. You don't have to fix it on your end, I'm just curious ^^
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
Wanna check if this is alright? On my end im fine with the fit of the handle-grabbing now.
Who checks on that anyways? ||And if they do, they hopefully also notice the animated triggers I left in for immersion
||
@mental forge You can use this one and the file from above for the updated release. These are compatible with Dubious's new animations now.
nice, merged em ๐
here is my current install so it should be right.
still getting Error in DelayedAction addVfxAction: Can't find bone Bip01 Glider for female khajiit ๐
maybe it's missing the BONE string
I'm afraid I don't see that bone in the khajit nifs, so it would be the same for male too, since they share the skeleton.
Did you find the bone itself? Cause I just don't see it in nifskope
if it's there and I'm blind I'll add the string and send it to you
assuming dubious is asleep already
sorry yeah here, the bone was there but not the string, which is totally weird because i was just testing it. idk 