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Animation Fix


MMK_033

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This is interesting. Good luck!

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Btw wayfarer.ifp has bugged animation for passenger. It was fixed before by someone.

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Btw wayfarer.ifp has bugged animation for passenger. It was fixed before by someone.

You're right, tomorrow I will make first release, but with ped.ifp only, and later I'm about to deal with .IFP files from gta3.img.

There's a lot to be fixed, wayfarer's bug is the most obvious. I've noticed 13 .IFP files for myself, including this one.

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Alright, 1.0 is out. I do not think that the next version will be too long in coming. This thing is a little routine, but the progress is pretty fast. So 2.0, I hope, will be released on this or on next week. If there are any problems with the game or questions with the installation - just ask. And don't forget to make backups.

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Can't wait to see the Hot Coffee anims fixed! :p

 

Just kidding, great work.

Edited by gts.
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As much as I dislike linkshrink, can we avoid breaking out yet another argument? Especially on this thread.

 

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Gotta give this mod a try soon! Good luck!

Edited by Crokey
Making this topic neat-o
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Well, not to keep spoiling this topic but, the animation fix on mixmods has the option to download without linkshrink, just being the voice of the reasson here.

On topic: this animation problem has been keeping me from playing with skins for a while now, ain't nothing like little details being fixed, huge fan of this type of modding.

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What do u think about this mod?

 

My mod is rather about fixing things and keeping all stuff as original as it possible, but this work looks pretty interesting. BTW, I've noticed on those screenshots that the left hand in rope descent animation is rotated incorrectly. Gotta check this tomorrow.

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What do u think about this mod?

That one did replace some other anims if I remember correctly though.

 

Just ATM and Idle_taxi.

I think Animation Fix is about fixing bugs, while Misc Anims (which was not continued) is to improve them, for example to improve non-natural animations.

 

But I have a question: will also be fixed some animations (like ATM) where the legs "swing" on the ground? And bad postures where the shape of the body changes with the animation? They are very small details, but I don't know what else you care to fix besides the types of bugs you've already fixed.

 

 

BTW, I've noticed on those screenshots that the left hand in rope descent animation is rotated incorrectly.

The palm of the hand turned outward? No, compare with the hand in the left image, it's "bug" of the skin which causes optical illusion. Edited by Junior_Djjr

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I've had to hide a few posts for a series of off-topicness, if you could keep this topic to discussion about the mod, in the words of Bill Lumbergh... "That'd be great"

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wZVJHXg.png

 

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But I have a question: will also be fixed some animations (like ATM) where the legs "swing" on the ground? And bad postures where the shape of the body changes with the animation? They are very small details, but I don't know what else you care to fix besides the types of bugs you've already fixed.

Although I did not quite understand about the bad postures that change the body shape with animation, if there is any particular example (like with ATM), please give. Sometimes the model itself can be badly tuned (but I haven't yet worked with the models themselves, I'm just leaning to work with anims for the time being), and the angularity of vanilla models makes itself felt. This is not the final version, so I'll see what I can do with any other bugs. The more bugs you can report about, the more food for thought I have, no problem. If something is not fixed now, I'll try to fix it later.

 

The palm of the hand turned outward? No, compare with the hand in the left image, it's "bug" of the skin which causes optical illusion.

Still, it's rather animation-related issue, besides of SWAT skin, I checked this animation on two more models - all hands are wrongly rotated.

56b7d3711e59.jpg

 

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UPD: done... the hand is fixed, and now the SWAT model fits perfectly into the flat rope (the whole body was moved a little back and the upperarm was slightly turned left to hook the rope). Minor displacements with the other models and curve ropes are possible though, due to different size of bodies and static X;Y axis rotation during rope descent.

 

 

3a3b2b4d88e2.jpg

 

 

Edited by MMK_033
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so this mod isnt anim fix anymore but it change anims? :( sad i like the anim fix not improving them/changing them it just suxx (custom anims)

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so this mod isnt anim fix anymore but it change anims? :( sad i like the anim fix not improving them/changing them it just suxx (custom anims)

Technically, this mod changes them anyway: either it's 'facetalk' animation's jaw which was rotated by 8.881 degrees (this number 8.881 is a difference between the highest jaw rotation point in the 'factalk' and initial jaw's rotation without any animations applied), or it's all other 'fac*' animations (except 'facgum') where the captures (keys) of positions were cut to make these animations work properly with more skins, or it's that breast bug which was fixed by X-axis 270 degree rotation (I found out later that it happens automatically after animation re-export) and rotation capturing. Turning the shoulder by 15 degrees and moving the whole body a little back (by less than 0.1 unit) are something of the same situation, as after the hand rotation correction it did not cover the rope properly with SWAT skin and the rope itself passed a little bit through the belly even with vanilla animation. If I have to make some changes, they are minimal and barely visible for the naked eye.

Edited by MMK_033
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@Napoleone, yes, as you can see on screenshots, except those are made from scratch, these are original edited.

 

UPD (27/10/17): a quick remake of PED.IFP was done, all unnecessary captures/keys in the fixed animations were cut (the necessary ones are at the beggining and at the end of any animation). This makes PED.IFP size compressed from 1414 KB to 1402 KB (original PED.IFP size is 1400 KB). This compression does not affect the gameplay in any way.

 

UPD 2: BTW, someone's been jokingly asking about HC animations. Judging by the crooked playback in the Anim Manager, there might be some incompatibility problems to fix.

Edited by MMK_033
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UPD (02/11/17): The plans have slightly changed. Since I promised to release a new version on this week, but I'm not getting in time over the work with all IMG's IFP files, I will release an in-between version tomorrow, instead of 2.0. It'll include only the most obvious bugs fixes, such as Wayfarer's bug, swimming and diving bugs, choppa's bug (this name refers to simple bicycle which can be met in rural areas), some more melee combat anim fixes, and so on. Compressed PED.IFP will also be included (I mentioned it in UPD 27/10/17).

Working on 2.0 will be continued a bit later, and there I'll try to fix any hints on incompatibility issues. Besides, I'll try to fix big animations, like ATM (dangling feet bug) or box.Ifp (there is basically a big load of work, as almost all animations are absolutely crooked, I didn't find any references on these bugged anims in main.scm, however scripters may find them useful), to make it final. I'm not planing to work on cutscenes though, if someone would pose such a question. Although we'll see.
UPD 2: A little progress report...

453854644784.jpg19c23558a64e.jpg

 

Edited by MMK_033
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I thought I had to do the triple-post, but anyway, 1.5 is already out.

UPD: there are still some minor problems with the eyebrows (like CJ's angry face), but they show up in very minor cases, so I hope this won't bother you very much. The thing is, if I remove the keys/captures, eyebrows will be twisted as hell, maybe there are some export problems, I don't really know. So I had to choose the lesser of two "evils", for now. I'll try to do something with this in the future, maybe do some experiments with rotations or check rotations in relation to conjugate bodyparts.

Edited by MMK_033
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Found out about the editing via Curve Editor, it makes life a lot easier. Before that, I've been seriously thinking about making new similar animations for BOX.IFP from scratch, but now I think that not everything is so hopeless with the existent anims. Removing position captures from each key, when single animation consists of hundreds of such keys, would've been too time-consuming.

2600b6b9d068.jpg

Edited by MMK_033
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Does this work for the skin selector mod? Also how do I fix the breast bug with this? Sorry if they are both stupid questions i'm new to all of this.

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Does this work for the skin selector mod? Also how do I fix the breast bug with this? Sorry if they are both stupid questions i'm new to all of this.

1. Yes, it should work. I make tests with ped skins through DYOM. None of the skin models are changed with this mod, just animations. And they work exactly the same way as original animations. Another thing is that, theoretically, some custom skins may not be set (rigged) to perform facial movements, even original movements, or they are set unproperly. Every single case needs testing.
2. All fixes are already applied to animations in IFP files, just install these files into the game, I advise you to do Semi-Manual Installation with Mod Loader if you are playing a single player game. This is the fastest and the easiest way. I tried to describe the installation in the most detailed way, but if there are any particular questions about it - no problem, do not hesitate to ask.
_____
An off-topic question for experts: is there any limit on the quantity of animations which could be installed in GTA SA and activated through scripts?
Edited by MMK_033
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Does this work for the skin selector mod? Also how do I fix the breast bug with this? Sorry if they are both stupid questions i'm new to all of this.

1. Yes, it should work. I make tests with ped skins through DYOM. None of the skin models are changed with this mod, just animations. And they work exactly the same way as original animations. Another thing is that, theoretically, some custom skins may not be set (rigged) to perform facial movements, even original movements, or they are set unproperly. Every single case needs testing.
2. All fixes are already applied to animations in IFP files, just install these files into the game, I advise you to do Semi-Manual Installation with Mod Loader if you are playing a single player game. This is the fastest and the easiest way. I tried to describe the installation in the most detailed way, but if there are any particular questions about it - no problem, do not hesitate to ask.
_____
An off-topic question for experts: is there any limit on the quantity of animations which could be installed in GTA SA and activated through scripts?

 

Thank you I got it working now, I can't wait for more to be released soon :)

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I can, but don't they bounce with some original walk style animations like 'woman', 'sexywoman' and 'pro'? Or you mean to make them bouncing for every particular walk style? Well, I don't know, maybe I'll manage to make it like some sort of addition, but so far this is not a priority.

UPD: By the end of the week this is not very relevant, but anyway, there are no updates yet to report and probably won't be any on this passing week, but if I'll have some time tomorrow, I'll try to finally deal with ATM and BOX.IFP. I hope to return to full-fledged work next week.

I have another bug in my field of attention, or rather minor defect - the player falls a little under the seat if he jumps in front of the bike for a moment before he gets the control of it. It's all about the end position of the body, which is a bit lower than it's meant to be.

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