Animation Modding
Posted: Thu Sep 06, 2018 7:36 pm
A recent update (0.98.55) changed the animation system to be more mod friendly. The change allows animations to be attached to specific races or even specific characters.
It is now possible to do stuff like giving beep a ridiculous run animation: Previously a mod could only replace the entire animation set meaning only a single mod could affect animations. The update allows additional skeleton files to be loaded which can override existing animations or add new ones. The update also fixes the issue with animations not playing properly if it is not the from default skeleton file.
As before, you can import existing animations into blender or start from scratch using the template file. Character animations are located in data/character/meshes/male_skeleton/ and data/character/meshes/female_skeleton/ folders.
Animal animations are in the data/animal/meshes/ folder.
Delete any animations you don't want to override from the NLA editor and make your animations... When you export, make sure export skeleton and export animations are checked. You can delete the .mesh file it exports.
In the construction set, create a new ANIMATION_FILE object and add your skeleton files to it. The preprocess option must be true if it is for human characters. Then just link the object from the race or character objects. The your skeleton files must not have the same name as any existing skeleton file or it will override it causing problems.
It is possible to add new animations and combat techniques to the game but make sure all races and genders have the animations.
If you have created a new human race that doesn't share the standard skeleton files, make sure your skeleton file has an ANIMATION_FILE object to let the game know about the preprocess setting.
Happy modding.
It is now possible to do stuff like giving beep a ridiculous run animation: Previously a mod could only replace the entire animation set meaning only a single mod could affect animations. The update allows additional skeleton files to be loaded which can override existing animations or add new ones. The update also fixes the issue with animations not playing properly if it is not the from default skeleton file.
As before, you can import existing animations into blender or start from scratch using the template file. Character animations are located in data/character/meshes/male_skeleton/ and data/character/meshes/female_skeleton/ folders.
Animal animations are in the data/animal/meshes/ folder.
Delete any animations you don't want to override from the NLA editor and make your animations... When you export, make sure export skeleton and export animations are checked. You can delete the .mesh file it exports.
In the construction set, create a new ANIMATION_FILE object and add your skeleton files to it. The preprocess option must be true if it is for human characters. Then just link the object from the race or character objects. The your skeleton files must not have the same name as any existing skeleton file or it will override it causing problems.
It is possible to add new animations and combat techniques to the game but make sure all races and genders have the animations.
If you have created a new human race that doesn't share the standard skeleton files, make sure your skeleton file has an ANIMATION_FILE object to let the game know about the preprocess setting.
Happy modding.