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I will try swapping out that transition and see how it looks.
I hadn't noticed the feet rotating I wonder why that could be
I tried removing the RotateHipRifle from the female engineer's controller, too, and it seems to completely fix the rotation for her. Or, well, it's reduced such that it's almost invisible, if like the male engineer it only reduces it. Haven't tested if it gets wacky still if I'd stack another mod augmented to remove that node.
EDIT: Now I have, I was a little sneaky and just edited the downloaded files of yours for testing purposes. She's still standing 'correctly'. The male engineer still has quite a deviation with the two mods loaded, but nowhere near as bad.
Naturally I just try stuff and see what sticks now. If removing that node is awfully destructive in a way I am not seeing, do let me know.
Also, the male engineer's rotation isn't as bad as my wording probably made it seem. I think he's rotated about 15 degrees too far clockwise, which is somewhat acceptable.
In any case, I think I found it. In the male engineer's file I've been commenting out a load of things I didn't need, like the pistol animations etc, going through the file one node at a time and leaving notes on what they do if disabled.
And I think I found what causes the rotation. I commented out this piece of code and he stopped turning...! or, well, he turns as little as the female engineer does now. It's located just above the large 'RifleGunIdle' node within the code.
I now know there is a tool for this, yes, but given my built-up experience reading this too-many-cooks spaghet of XML, I figured by now it'd take me less time to continue like this than to download and learn the animation program. Though if I need to conduct more maintenance in the future, I'll likely use it.
I'm very tempted not to touch anything anymore and just upload this update, since now I'm satisfied, but I really should clean up the female engineer's code as much now... I'll probably leave most scrapped code in as comments just in case, though. Yes, I could leave a different version on my desktop, but like this that code is also backed up on the cloud and all I have to do is just download my own mod to get all the dev-stuff if I ever lose the files.
At any rate, many thanks again for putting me on the right track to getting this animation stuff cleaned up. Let's hope the future shows stability to make it worth the time. :)
you are removing the entry note to the state machine I'm not sure that's the best approach.
ill give this a look, though likely after the next update
Also the <node> in the code I pasted wasn't the first node of a statemachine, Steam just decided to line that one out all the way to the left because reasons.
I'm going to look for another way to go about this.
But they all did it like I used to. In fact, they copied the Engineer's Defense Kit code to make it, as the weapons from the mod are still listed in their animation controllers. Which is funny, because it in turn also used to copy its controller from yet ANOTHER mod. Though I cleaned that up when I fixed it. But it seems the cycle continues, lmao
I suppose this also means their mod, without their knowledge, may still have the permanent animation corruptions if you make a wrong move, or have the female engineer stab herself with the drill all the time. If they'd fixed this, they'd have to have copied the animation controller from the updated game, not the outdated mod.
In any case, I got none the wiser from that, unfortunately. I suppose your example mod is pioneering with this clean controller, whilst mine is like the eager sidekick.
I've also tried to change every node to a custom named one, going off the posibility two animations are playing at once, given the effect can stack with your mod. I thought maybe if I change the animations to a virtual different one it could magically be fixed. The possibility exists I missed some nodes, but as far as I could tell it made zero difference.
To keep the people happy, I pushed a hotfix to the EDK for now that has the rotating engineer in it, but at least has the weapons held correctly again.
all you have to do is change the hip layer from add to replace.
However, I couldn’t help but notice the issue still persists in your mod, too. Instead of turning right the male engineer now turns to the LEFT and points the weapon slightly upward. Additionally, it affects vanilla weaponry in the same way. This is about the rifles only, the pistol seems to work fine.
The rotation doesn’t / hardly exists with the female engineer, though. However, she introduces a new problem where my mod’s weapons are held with a slight rotation in FIRST PERSON when I load your mod alongside it. So some stuff is still interfering with one another.
I’m going to try and completely cut my animation controller loose in terms of nodes and statements, see if that at least patches character weapon mods interfering. I’ll be sure to make a backup…
Do you by any chance know the exact animation/node that is active when standing still like that? Knowing what animations play a part in that state could really help curbing the scope, I imagine.
Or my game is just broken and I'm seeing ghost errors...?
EDIT: The now counter-clockwise rotation also applies to drills.
I'd you use the animation controller editor shows you in real-time what node is playing