Walk/Run Animation Improvement Mod

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cammando205
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Walk/Run Animation Improvement Mod

Unread postby 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.
Attachments
!!!!!!!!!!!!!!Animspeed.package
Place in your data folder and you should be golden!
(1.02 KiB) Downloaded 165 times
Last edited by cammando205 on Sun Oct 23, 2016 6:43 pm, edited 1 time in total.
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Shattered
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Re: Walk/Run Animation Improvement Mod

Unread postby Shattered » Sun Oct 23, 2016 3:18 pm

Testing now. this is something I have been needing.
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Re: Walk/Run Animation Improvement Mod

Unread postby 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

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Re: Walk/Run Animation Improvement Mod

Unread postby Shattered » 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.
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Re: Walk/Run Animation Improvement Mod

Unread postby 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.
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cammando205
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Re: Walk/Run Animation Improvement Mod

Unread postby 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.
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Re: Walk/Run Animation Improvement Mod

Unread postby CamBen » Sun Oct 23, 2016 7:45 pm

what happens if you set all the values to reeeeally really high? Hilarity, I'd assume ;)
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cammando205
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Re: Walk/Run Animation Improvement Mod

Unread postby 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.
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Re: Walk/Run Animation Improvement Mod

Unread postby Darhagonable » Mon Oct 24, 2016 12:53 am

This seems interesting... Gotta test this as soon as I get some time :D
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Re: Walk/Run Animation Improvement Mod

Unread postby windblade » Mon Oct 24, 2016 5:38 pm

a video would be helpful

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Re: Walk/Run Animation Improvement Mod

Unread postby Disgustedorite » Sat Dec 02, 2017 11:38 pm

Did you ever get around to looking into the speed issue?

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Re: Walk/Run Animation Improvement Mod

Unread postby cammando205 » Sat Dec 02, 2017 11:54 pm

Disgustedorite wrote:Did you ever get around to looking into the speed issue?

I did, never found any way to fix it. I might try taking another look after my break rolls around.
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