Fixing the Super Mutant sitting and sleeping animations

Post » Sat May 28, 2011 8:33 am

I'm not accustomed to asking for help, especially publicly, so try to bear with me on this and accept my apologies if you find this request to be misplaced, infeasible, or simply stupid.

To the point, I was hoping to add a bit more life to one of my companion mods, which is a super mutant, and thus lacks most of the humanoid NPC luxuries -- sandbox behavior and all associated animations included.
It turns out that there are animations for sleeping and sitting (on the floor) hidden in the mesh *.bsa that actually work for mutants:

\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sitcycle.kf
\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sleepcycle.kf

Unfortunately, as their names imply, each one's comprised of all associated animations for the action I want. (sit down >> sit >> stand up, etc.). This results in the companion sitting down, staying there for a few seconds, then standing back up. Same with sleeping. Obviously, that's not going to cut it.

So what I'm asking is whether there's an easy way to break both animations down into three separate animations each; the enter/exit idles and looping idles. Unfortunately, my forte is audio-splicing and I'm pretty much a noob when it comes to stuff like this; my modeling experience extends to very basic tricks with NifSkope. I'm hoping that someone in the community is generous (and capable) enough to explain to me step-by-step how to accomplish this myself, or at least give me a rough idea of how to snip the animation at different intervals and loop one of them.

If not, just as well. It's not a necessity for me, and I can wait until the PC release of Dead Money and poach one of Dog's new animations for the sitting bit, at the very least.
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Scotties Hottie
 
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Post » Sat May 28, 2011 7:02 am

I'm not accustomed to asking for help, especially publicly, so try to bear with me on this and accept my apologies if you find this request to be misplaced, infeasible, or simply stupid.

To the point, I was hoping to add a bit more life to one of my companion mods, which is a super mutant, and thus lacks most of the humanoid NPC luxuries -- sandbox behavior and all associated animations included.
It turns out that there are animations for sleeping and sitting (on the floor) hidden in the mesh *.bsa that actually work for mutants:

\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sitcycle.kf
\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sleepcycle.kf

Unfortunately, as their names imply, each one's comprised of all associated animations for the action I want. (sit down >> sit >> stand up, etc.). This results in the companion sitting down, staying there for a few seconds, then standing back up. Same with sleeping. Obviously, that's not going to cut it.


http://www.youtube.com/watch?v=_-gcWRiPIdw

I did this some time ago before FONV was released for FO3 Currently I have it set up within my own SSP-Creature Compendium Mod (Unreleased Update), no plans to release a FONV version as yet.

So what I'm asking is whether there's an easy way to break both animations down into three separate animations each; the enter/exit idles and looping idles. Unfortunately, my forte is audio-splicing and I'm pretty much a noob when it comes to stuff like this; my modeling experience extends to very basic tricks with NifSkope. I'm hoping that someone in the community is generous (and capable) enough to explain to me step-by-step how to accomplish this myself, or at least give me a rough idea of how to snip the animation at different intervals and loop one of them.

If not, just as well. It's not a necessity for me, and I can wait until the PC release of Dead Money and poach one of Dog's new animations for the sitting bit, at the very least.


Difficulty is of course relative to knowledge of the action for me it took only a few minutes to import the animations, Reduce the Keying, splice them into 3 distinct animations that blend well, set a few new keys to deal with a bit of errant odds and bits then re-curve the entire set for export to what you see in the Video, for others it may take quite a bit longer as there are pretty much zero animators around here other then myself -> I would suggest just trying to do it yourself its not difficult to get a working test that you can build upon.
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josie treuberg
 
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