I've been working with Ocram to try and get new animations in game, and we've encountered an issue with the Blender plugin. The .skeleton files produced by the plugin are a lot smaller than the vanilla game .skeleton file. Comparing the two, it looks like the individual animations are missing large amounts of data.
The Aimcross H animation is 8006951 bytes long in the vanilla game skeleton file.
In the one produced by the exporter that animation is only 5305651 bytes long.
In game, the results of this are... strange. All animations do seem to be present, but have various issues. The most obvious is movement animations. The player character will slide along the ground. Npc's walking along will take large, exaggerated, twitchy steps, and the player will do the same if set to follow an NPC.
Some other examples of issues are arms rotating into the wrong position (the forearm seems to be flipped in some cases, so the wrist and elbow swap positions), jittery motions, etc.
The crouch walking animations seem to work best out of all the ones I've tried. There is a noticable jitter when returning to the idle position.
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I believe the issues are due to a fault in either the importer or exporter plugins for blender. Something is being left out of the animation data. I can't tell exactly what it is, the animations seem to play fine in blender. I'll be conducting further tests to try and work out exactly what is missing. I'm hoping that it'll be an easy fix to the importer/exporter plugins.
Keep up the good work, and let me know if you need anything.
[Devs Attention Needed] Kenshi OGRE Blender plugin animation issues.
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