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Documentation
Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
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docs/source/reference/modding/animation-blending.rst
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docs/source/reference/modding/animation-blending.rst
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Animation blending
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##################
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Animation blending introduces smooth animation transitions between essentially every animation in the game without affecting gameplay. Effective if ``smooth animation transitions`` setting is enabled in the launcher or the config files.
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Animation developers can bundle ``.yaml``/``.json`` files together with their ``.kf`` files to specify the blending style of their animations. Those settings will only affect the corresponding animation files.
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The default OpenMW animation blending config file (the global config) affects actors only, that restriction doesn't apply to other animation blending config files; they can affect animated objects too.
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Do not override the global config file in your mod, instead create a ``your_modded_animation_file_name.yaml`` file and put it in the same folder as your ``.kf`` file.
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For example, if your mod includes a ``newAnimations.kf`` file, you can put a ``newAnimations.yaml`` file beside it and fill it with your blending rules.
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Animation config files shipped in this fashion will only affect your modded animations and will not meddle with other animations in the game.
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Local (per-kf-file) animation rules will only affect transitions between animations provided in that file and transitions to those animations; they will not affect transitions from the file animation to some other animation.
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Editing animation config files
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------------------------------
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In examples below ``.yaml`` config file will be used. You can provide ``.json`` files instead of ``.yaml`` if you adhere to the same overall structures and field names.
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Animation blending config file is a list of blending rules that look like this:
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```
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blending_rules:
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- from: "*"
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to: "*"
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easing: "sineOut"
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duration: 0.25
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- from: "*"
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to: "idlesneak*"
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easing: "springOutWeak"
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duration: 0.4
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```
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See ``OpenMW\files\data\animations\animation-config.yaml`` for an example of such a file.
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Every blending rule should include a set of following fields:
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``from`` and ``to`` are rules that will attempt to match animation names; they usually look like ``animationGroupName:keyName`` where ``keyName`` is essentially the name of a specific action within the animation group.
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Examples: ``"weapononehanded: chop start"``, ``"idle1h"``, ``"jump: start"`` e.t.c.
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.. note::
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``keyName`` is not always present and if omitted - the rule will match any ``keyName``.
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The different animation names the game uses can be inspected by opening ``.kf`` animation files in Blender.
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Both ``animationGroupName`` and ``keyName`` support wildcard characters either at the beginning, the end of the name, or instead of the name:
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- ``"*"`` will match any name.
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- ``"*idle:sta*"`` will match an animationGroupName ending with ``idle`` and a keyName starting with ``sta``.
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- ``"weapon*handed: chop*attack"`` will not work since we don't support wildcards in the middle.
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``easing`` is an animation blending function, i.e., a style of transition between animations, look below to see the list of possible easings.
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``duration`` is the transition duration in seconds, 0.2-0.4 are usually reasonable transition times, but this highly depends on your use case.
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.. note::
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The bottom-most rule takes precedence in the animation config files.
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List of possible easings
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------------------------
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- "linear"
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- "sineOut"
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- "sineIn"
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- "sineInOut"
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- "cubicOut"
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- "cubicIn"
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- "cubicInOut"
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- "quartOut"
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- "quartIn"
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- "quartInOut"
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- "springOutGeneric"
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- "springOutWeak"
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- "springOutMed"
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- "springOutStrong"
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- "springOutTooMuch"
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``"sineOut"`` easing is usually a safe bet. In general ``"...Out"`` easing functions will yield a transition that is fast at the beginning of the transition but slows down towards the end, that style of transitions usually looks good on organic animations e.g. humanoids and creatures.
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``"...In"`` transitions begin slow but end fast, ``"...InOut"`` begin fast, slowdown in the middle, end fast.
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Its hard to give an example of use cases for the latter 2 types of easing functions, they are there for developers to experiment.
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The possible easings are largely ported from `here <https://easings.net/>`__ and have similar names. Except for the ``springOut`` family, those are similar to ``elasticOut`` from `easings.net <https://easings.net/>`__, with ``springOutWeak`` being almost identical to ``elasticOut``.
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Don't be afraid to experiment with different timing and easing functions!
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@ -276,6 +276,14 @@ Also it is possible to add a "Bip01 Arrow" bone to actor skeletons. In this case
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Such approach allows to implement better shooting animations (for example, beast races have tail, so quivers should be attached under different angle and
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default arrow fetching animation does not look good).
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Animation blending
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------------------
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Animation blending introduces smooth animation transitions between essentially every animation in the game without affecting gameplay. Effective if ``smooth animation transitions`` setting is enabled in the launcher or the config files.
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Animation developers can bundle ``.yaml``/``.json`` files together with their ``.kf`` files to specify the blending style of their animations. Those settings will only affect the corresponding animation files.
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For more details see :doc:`animation-blending`.
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Groundcover support
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-------------------
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@ -31,5 +31,6 @@ about creating new content for OpenMW, please refer to
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doors-and-teleports
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custom-shader-effects
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extended
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animation-blending
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paths
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localisation
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