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[Feature]: Parsing Paired animations In FNIS format #76

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Monitor221hz opened this issue Jan 19, 2024 · 14 comments
Open

[Feature]: Parsing Paired animations In FNIS format #76

Monitor221hz opened this issue Jan 19, 2024 · 14 comments
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enhancement New feature or request

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@Monitor221hz
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Monitor221hz commented Jan 19, 2024

FNIS usually contains its own behavior files; however, there are specific animation types that need to be generated directly in the vanilla graphs. So far, this consists of "paired" (pa), sequential animations, and "furniture" (fu).

Hardcoding the generation is a direct solution, but it's not the most optimal. I'd rather have something like reusable template patches, and to have those without a significant performance hit, it requires the implementation of Pandora's own patch format.

More info on this soon, but this is likely to be take some development time. Meanwhile workarounds will have to be found.

@Monitor221hz Monitor221hz added the enhancement New feature or request label Jan 19, 2024
@Monitor221hz Monitor221hz self-assigned this Jan 19, 2024
@SchaiRand
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SkyrimSE 2024-01-21 19-25-28
Was it the reason why weapons held in left hand are facing the opposite direction? In the image above, prior to generating behavior files with Pandora, single edge weapons were facing the correct direction. After generating behavior with Pandora, all weapons including staves are facing the opposite direction instead.

@Monitor221hz
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Was it the reason why weapons held in left hand are facing the opposite direction?

should not be related, no. I suspect that this is a different skeleton related problem. Feel free to start a separate issue.

@MaxSkar
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MaxSkar commented Feb 26, 2024

SkyrimSE 2024-01-21 19-25-28 Was it the reason why weapons held in left hand are facing the opposite direction? In the image above, prior to generating behavior files with Pandora, single edge weapons were facing the correct direction. After generating behavior with Pandora, all weapons including staves are facing the opposite direction instead.

Hey, i had the same problem using dual conjuration swords, in my case, after installing pandora, i errase all the FNIS and Nemesis related archives, turns out that xp32 skeleton had a patch for this bug for FNIS thats called literally FNIS.esp and its located among the DLCs.
I delete that file and had the same problem, when i restored it (because i have a back up of my game), Pandora showed a new checkbook called XPMSE Patch For Pandora.
Haven't had this bug since i checked it, you may try reinstalling your skeleton.

@Monitor221hz Monitor221hz changed the title FNIS Paired and Arm Offset Animations Not Compatible Yet Paired, Arm Only (offset) Animations, Furniture Animations In FNIS Format Not Compatible Yet May 3, 2024
@0Lamplight0
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0Lamplight0 commented May 3, 2024

FNIS usually contains its own behavior files; however, there are specific animation types that need to be generated directly in the vanilla graphs. So far, this consists of "paired" (pa) and "offset arm" (ofa) animations. Offset arm animations are animations that only play on the arms, like in mods such as Horse Whistling.

Hardcoding the generation is a direct solution, but it's not the most optimal. I'd rather have something like reusable template patches, and to have those without a significant performance hit, it requires the implementation of Pandora's own patch format.

More info on this soon, but this is likely to be take some development time. Meanwhile workarounds will have to be found.

This is an outstanding animation generation engine! Waiting for its most perfect day! Thank you for your module

@Monitor221hz Monitor221hz changed the title Paired, Arm Only (offset) Animations, Furniture Animations In FNIS Format Not Compatible Yet [Feature]: Parsing Paired, Arm Only (offset) animations, Furniture animations In FNIS format May 3, 2024
@LuxLucian
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LuxLucian commented May 10, 2024

Is there any workaround to get this working? I haven't had any luck with the file swapping shenanigans from https://www.nexusmods.com/skyrimspecialedition/mods/118153?tab=description

EDIT: So far running FNIS and Nemesis in tandem is still the best approach.

@Kamidju13
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Still there is no solution?

@eldr3d
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eldr3d commented May 25, 2024

Here is my current workaround with Nemesis, don't need to use FNIS for this. All character behaviors are built by Nemesis, and creatures by Pandora.

  • Priority:
    • Nemesis Behavior Engine (is overridden by)
    • Pandora+ Behavior Engine (is overridden by)
    • Nemesis Output (is overridden by)
    • Pandora Output
  • Restore hidden files in both output folders if there are any
  • Deactivate both Pandora Engine and Pandora Output
  • Activate both Nemesis Engine and Nemesis Output
  • Run Nemesis
  • Deactivate both Nemesis Engine and Nemesis Output
  • Activate both Pandora Engine and Output
  • Run Pandora
  • Activate both Nemesis Engine and Nemesis Output
  • Run Broom with the following rules:
Nemesis Output\scripts\FNIS_aa.pex
Nemesis Output\scripts\FNIS.pex
Nemesis Output\FNIS.esp

Pandora Output\meshes\actors\character\*

@nopse0
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nopse0 commented Jun 13, 2024

Here is my current workaround with Nemesis, don't need to use FNIS for this. All character behaviors are built by Nemesis, and creatures by Pandora.

And with this workaround the ZaZ furniture animations, like the milking machine, work ? I am using Pandora, really great, no hazzle with using FNIS and Nemesis together, but I am missing the furniture animations. If I understand the Pandora README.md right, Pandora already supports patching the standard animation files, so what is missing, is reading the FNIS syntax, e.g. something like

fu -a ZaZMOMFreeFurn_00Enter ZaZMOMFreeFurnEnter.hkx
+ -o ZaZMOMFreeFurn_01 ZaZMOMFreeFurn01.hkx AOZaZ1DMOMFEngineStop
+ -o ZaZMOMFreeFurn_02 ZaZMOMFreeFurn02.hkx AOZaZ1DMOMFEngineStop
+ -o ZaZMOMFreeFurn_03 ZaZMOMFreeFurn03.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2CMOMFGag AOZaZ2DMOMFProbeLock AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_04 ZaZMOMFreeFurn04.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2CMOMFGag AOZaZ1CMOMFFeeder AOZaZ2DMOMFProbeLock  AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_05 ZaZMOMFreeFurn05.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2CMOMFGag AOZaZ1CMOMFFeederMove AOZaZ2DMOMFProbeLock AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_06 ZaZMOMFreeFurn06.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2DMOMFProbeLock AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_07 ZaZMOMFreeFurn07.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2EMOMFProbeSlow AOZaZ4AMOMFLeakyPussy02 AOZaZ4BMOMFSquirtingPussy01
+ -o ZaZMOMFreeFurn_08 ZaZMOMFreeFurn08.hkx AOZaZ1DMOMFEngineStop AOZaZ1BMOMFAnalDrain AOZaZ2FMOMFProbeFast AOZaZ4AMOMFLeakyPussy02 AOZaZ4BMOMFSquirtingPussy01
+ -o ZaZMOMFreeFurn_09 ZaZMOMFreeFurn09.hkx AOZaZ1EMOMFEngineSlow AOZaZ1BMOMFAnalDrain AOZaZ2DMOMFProbeLock AOZaZ3BMOMMilkL AOZaZ3AMOMMilkR AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_10 ZaZMOMFreeFurn10.hkx AOZaZ1FMOMFEngineFast AOZaZ1BMOMFAnalDrain AOZaZ2DMOMFProbeLock AOZaZ3BMOMMilkL AOZaZ3AMOMMilkR AOZaZ4AMOMFLeakyPussy01
+ -o ZaZMOMFreeFurn_11 ZaZMOMFreeFurn11.hkx AOZaZ1EMOMFEngineSlow AOZaZ1BMOMFAnalDrain AOZaZ2EMOMFProbeSlow AOZaZ3BMOMMilkL AOZaZ3AMOMMilkR AOZaZ4AMOMFLeakyPussy02 AOZaZ4BMOMFSquirtingPussy02
+ -o ZaZMOMFreeFurn_12 ZaZMOMFreeFurn12.hkx AOZaZ1FMOMFEngineFast AOZaZ1BMOMFAnalDrain AOZaZ2FMOMFProbeFast AOZaZ3BMOMMilkL AOZaZ3AMOMMilkR AOZaZ4AMOMFLeakyPussy02 AOZaZ4BMOMFSquirtingPussy02
+ -a ZaZMOMFreeFurn_00Exit ZazMOMFurnitureExit.hkx

and translate it to something that Pandora understands ?

@eldr3d
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eldr3d commented Jul 19, 2024

And with this workaround the ZaZ furniture animations, like the milking machine, work ?

They should.

@MysticDaedra
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I read somewhere that ZaZ compatibility was planned... but that was back in May. Has this been fixed/added support yet? Sounds like it's not unique to ZaZ but other animations as well?

@napmouse
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I would like to know the timeline on this as well. No worries if it's not soon; I'm just curious.

@Monitor221hz
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I read somewhere that ZaZ compatibility was planned... but that was back in May. Has this been fixed/added support yet? Sounds like it's not unique to ZaZ but other animations as well?

I would like to know the timeline on this as well. No worries if it's not soon; I'm just curious.

Bug fixes and optimization are always prioritized over feature requests. I can't predict those issues arising. The engine is also always being constantly changed and experimented with to yield the best results, so features have always been few and far in between. This is what you get from a software that's still in the alpha stage. These factors in addition to my life commitments means I can't give accurate dates or milestones.

If this is reassuring, I'll say that ZaZ is one of the top priorities in the feature list because I know how much you all want it. But y'all need to let me cook. It'll be added as soon as there's a stable window between hotfixes and other critical updates.

@Monitor221hz Monitor221hz changed the title [Feature]: Parsing Paired, Arm Only (offset) animations, Furniture animations In FNIS format [Feature]: Parsing Paired, Sequential, Furniture animations In FNIS format Aug 6, 2024
@Monitor221hz Monitor221hz changed the title [Feature]: Parsing Paired, Sequential, Furniture animations In FNIS format [Feature]: Parsing Paired animations In FNIS format Aug 26, 2024
@Monitor221hz
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ZaZ support is out as of v2.3.0-beta and later. During this time I realized sequential animations don't need specific support at all by the engine. the only thing left to implement now is paired animations.

@99thredballoon
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The Enderal community is cheering you on!! Paired animations are the last thing needed to make the game work with Pandora. :D It would be the first time it's possible for the game to use something other than FNIS without breaking key scenes. Thank you so much for your work!

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