Walk/Run Animation Improvement Mod

Mods that combine many smaller mods or lonely mods that just have no place to go...
Private

Private

cammando205
Posts: 31
Joined: Sun Oct 18, 2015 3:05 pm
Gender: Male
Status: Offline

Walk/Run Animation Improvement Mod

Unread post #1 by cammando205 » Sun Oct 23, 2016 12:52 pm

READ: This is not a fix for the bug where creatures don't animate at all. As far as I know. I never had that bug.

Now, On to the mod. This mod will make the in-game walking/running animations slightly less atrocious. I noticed that high speed level creatures tend to animate in a very weird fashion. Their legs kick up at lightning speed and it makes an otherwise beautiful creation look like a glitchy wreck during gameplay. After some guess and check I discovered that the way the legs work is with x and y values. The stride is controlled by an x value and a y value. The higher the x value the longer the stride. However the Y value controls the "Height" of the creature's steps. In all the speed files these values match(x=1,y=1,x=2,y=2, etc...). Of course at lower levels this is alright but once the y value reaches about 3, (I'll use a 4 joint limb as an example), the "Shin" segment will rise above the "Thigh" segment. I like to call it "Yoga: Medieval Torture edition!". Just kidding. The result is the leg will snap back into place and looks really weird. I lowered all the y values and swapped the animation IDs out with the ones from the test drive. Now my creatures walk in a manner that looks somewhat decent! Let me know if you find any bugs!

Currently known bugs:
-Speed stat is stuck at 0. I'm looking into this.

*The filename is animspeed because the first version simply lowered the walk speed rather than modifying the stride.
You do not have the required permissions to view the files attached to this post.
Last edited by cammando205 on Sun Oct 23, 2016 6:43 pm, edited 1 time in total.


Semper Vigilins: Always Vigilant

Sergeant First Class

Sergeant First Class

Amethyst
User avatar
Posts: 265
Joined: Sat Apr 25, 2015 3:22 pm
Location: Yes
Gender: Female
Zodiac: Capricorn
Age: 19
Contact:
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #2 by Amethyst » Sun Oct 23, 2016 3:18 pm

Testing now. this is something I have been needing.
o===[;;;;;;;;;;;;;;;;;>

This is the sword I will use to slice my enemies.

Corporal

Corporal

windblade
Posts: 91
Joined: Sun Jul 31, 2011 8:20 pm
Gender: Male
Zodiac: Virgo
Age: 26
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #3 by windblade » Sun Oct 23, 2016 4:32 pm

is it like the beta run animation?
look it up, it looked way better, but for some reason the official release scrapped it even though they made one

Sergeant First Class

Sergeant First Class

Amethyst
User avatar
Posts: 265
Joined: Sat Apr 25, 2015 3:22 pm
Location: Yes
Gender: Female
Zodiac: Capricorn
Age: 19
Contact:
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #4 by Amethyst » Sun Oct 23, 2016 5:09 pm

windblade wrote:is it like the beta run animation?
look it up, it looked way better, but for some reason the official release scrapped it even though they made one


no, but it keeps the creature's legs from going through themselves.

My only gripe is that it makes every creature have a speed of level 0... My desired way to play through Creature stage is with a Speedy predator. It doesn't feel right for every creature to be the same speed... which is absurdly slow..

Hopefully there will be a version that brings back speed levels while keeping the same gait.
o===[;;;;;;;;;;;;;;;;;>

This is the sword I will use to slice my enemies.

Private

Private

cammando205
Posts: 31
Joined: Sun Oct 18, 2015 3:05 pm
Gender: Male
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #5 by cammando205 » Sun Oct 23, 2016 5:53 pm

GladDragon wrote:
windblade wrote:is it like the beta run animation?
look it up, it looked way better, but for some reason the official release scrapped it even though they made one


no, but it keeps the creature's legs from going through themselves.

My only gripe is that it makes every creature have a speed of level 0... My desired way to play through Creature stage is with a Speedy predator. It doesn't feel right for every creature to be the same speed... which is absurdly slow..

Hopefully there will be a version that brings back speed levels while keeping the same gait.

That's... odd. I thought I had changed it so the creatures speed was the same. I'ma check that out right now.
Semper Vigilins: Always Vigilant

Private

Private

cammando205
Posts: 31
Joined: Sun Oct 18, 2015 3:05 pm
Gender: Male
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #6 by cammando205 » Sun Oct 23, 2016 6:41 pm

Huh. You're right. For some reason my method does set the speed to level 0. I'll look into this some more and try to find a way to fix it.
Semper Vigilins: Always Vigilant

Tech Support

Tech Support

CamBen
User avatar
Posts: 1366
Joined: Thu Mar 17, 2011 5:26 pm
Location: Woodland, California
Gender: Male
Zodiac: Cancer
Contact:
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #7 by CamBen » Sun Oct 23, 2016 7:45 pm

what happens if you set all the values to reeeeally really high? Hilarity, I'd assume ;)
Image
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange community. Check me out on YouTube

Private

Private

cammando205
Posts: 31
Joined: Sun Oct 18, 2015 3:05 pm
Gender: Male
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #8 by cammando205 » Mon Oct 24, 2016 12:44 am

I'll try it out. Oddly enough the default y value for the lvl 5 speed stat is 1000.
Semper Vigilins: Always Vigilant

Sergeant First Class

Sergeant First Class

Darhagonable
User avatar
Posts: 299
Joined: Mon Feb 23, 2015 9:37 am
Location: somewhere in the universe
Gender: Male
Zodiac: Capricorn
Contact:
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #9 by Darhagonable » Mon Oct 24, 2016 12:53 am

This seems interesting... Gotta test this as soon as I get some time :D
Image

Corporal

Corporal

windblade
Posts: 91
Joined: Sun Jul 31, 2011 8:20 pm
Gender: Male
Zodiac: Virgo
Age: 26
Status: Offline

Re: Walk/Run Animation Improvement Mod

Unread post #10 by windblade » Mon Oct 24, 2016 5:38 pm

a video would be helpful


Return to “Miscellaneous Mods”

Who is online

Users browsing this forum: No registered users and 2 guests