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Puddles
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[WIP] Creature Bone Re-Prioritizing

Some people might have noticed this, but others might not: Morroblivion's creatures have "jumpy" transitions when shifting between certain animations, such as instantly repositioning their whole body when making an attack. That's due to Blender and MAX assigning the same bone priority to all bones in any one .kf file. Oblivion's engine has the capacity (and generally should) blend different animations together based on their bone priority. An attack .kf should have a high priority for the upper body and even higher for the attacking limbs, for example. But its priority for the legs shouldn't be so high it instantly overwrites a movement animation information for the legs. This is extremely noticeable with the Ogrim, so it's the one I'm working on first. Don't know how many of these I'll get through, but I'll upload them here as I get to them. I'm using Maskar's Oblivion Overhaul to make certain Morroblivion creatures appear in the Tamriel worldspace, so these inconsistencies are much easier to notice when they're appearing alongside vanilla Oblivion creatures...

sunhawken
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Do you have a guide for using

Do you have a guide for using Maskar's Oblivion Overhaul with Morroblivion so I can test out your setup?

Puddles
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Upon closer inspection, the

Upon closer inspection, the Ogrim's animations are just...a totally mess. Not the Morroblivion set, but the actual Morrowind set look very bizarre while moving. I'm probably going to manually convert Hedgehog12's Symphony Ogrim's modified animations, once I take a look at them.   This is part of the contents of my Maskar's Oblivion Overhaul for spawns.ini, for reference.

https://pastebin.com/ee988fHX

Puddles
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Finished my manual conversion

Finished my manual conversion of the Symphony Ogrim's idles. Has real Idle Animations now, plus it's able to cast spells and block in hand-to-hand. I'll upload it soon, and see if ponyrider0 wants to include it in the next Unofficial Patch update. Still need to go through and fix the bone priorities to minimize twitching/jerkiness of the limbs.

sunhawken
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Please release , I'm happy to

Please release , I'm happy to test.

Puddles
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Have had it! The .esp isn't

Have had it! The .esp isn't strictly necessary, but it replaces the default Morroblivion Idle Animations that will cause the Ogrim to raise up off the ground temporarily. I'm working on the Nix Hound next.

AttachmentSize
File Tweaked Animations for Ogrim179.85 KB