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Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: nargil66 on 06 August 2018, 14:32:06

Title: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 06 August 2018, 14:32:06
You want to make new animations without using complicated programs? Tamchi has made the perfect tool for this purpose. Not only it’s easy to use, but it's very fun. Here I’ll list the basic steps for combining animations, as far as my knowledge goes.

I. Needed tools:

1. TQ Animation Tools (for editing the animations):
https://mega.nz/#!T7gEWIBB!yYpvMVJiKvmeDbnkGcM-Z39xExRPYOPTkAiNqT_O3to
2. ARC Unpack or ARZ Explorer(for extracting the Creatures.arc files):
https://mega.nz/#!OqpiBK6C!tIlvPXNy28ttWWKd4PrlJKuVo-Ie5M5wtvCLIIoNFsc
3. Art Manager or Arc Encryptor (for repacking the .ANM files back into ARC format):
https://mega.nz/#!u2oHAbzY!P86dw4SrxG31YXxCWShUYimIQAgAJDeogt5VSzUqpfs
https://mega.nz/#!33wDVBLA!wlHShXIwUjIzLDjRoodD2BNlPCdb4v2yGSJGxuvSGrk
4. Mesh View (if you want to rename bones or edit the mesh):
https://mega.nz/#!z243WZwB!ClnLQwMf-eO_Q7kHPvT7pOhe8WXOEGhHBlS8RoGKtck

II. Extracting the ARC Files:
After you have downloaded the tools, you can extract the game's animation files. They are stored in 3 separate .ARC files for Ragnarok:

Quote
"Titan Quest Anniversary Edition/Resources/Creatures.arc"
"Titan Quest Anniversary Edition/Resources/XPack/Creatures.arc"
"Titan Quest Anniversary Edition/Resources/Xpack2/Creatures.arc"

You can use ARZ Explorer and browse to your chosen ARC, then click "Extract" > "All Files". There is a faster way however, using ARC Unpack - go to your Resources folder and right click on the ARC file > Open With... > Tick "Always open with this program" > Browse to ArcUnpack.exe and click on it. From now on all ARC files will unpack automatically when you click on them.

III. Preparing the Animation Files:
When you have extracted the Creatures folder, go inside your main game Database folder, where database.arz is. Create the following folder directories inside it:

Quote
"Creatures/pc/male/anm"
"Creatures/pc/female/anm"

Now in a new window go again to Resources folder, where you will find the same 2 directories. Copy all .ANM files from the Resources ANM folders and paste them in the ANM folders in the Database.
The purpose of this is the game to load the animations from the Database folder instead those from Resources. Any change you do to them will show immediately ingame.

IV. Fast Previewing Animations
The fastest way to preview any creature animation is renaming it to the base player animation, used in the main menu screen. It is different for male and female:

Quote
"malepc_idle.anm"
"femalepc_idle.anm"

Assuming you've made the steps above, give it a try. Let's say you want to preview the female running animation. In "Database/Creatures/PC/Female/Anm" rename "femalepc_idle.anm" to "femalepc_idle-.anm" (just to preserve it) and rename "femalepc_run.anm" to "femalepc_idle.anm". Launch the game. In the title screen you will see the heroine running instead of standing.

V. Animated Mesh Bones
Ok, now make another experiment. What if you rename "malepc_run.anm" to "femalepc_idle.anm"? Do it, and see what happens. The girl is running, but her ponytail looks frozen and is pointing inside her back. That's because in "malepc_run.anm" there is no Bone_Pony corresponding for the hair of the girl (bones are responsible for the mesh's movement). This is where Animation Composer comes to help.

VI. Adding Missing Bones to Animation
Let's say you want to attach ponytail animation to the male running animation in the example above. Have you noticed that in AE the girl is running like a dude when dual wield thrown weapons? It is because the girl is using male animation. Let's fix the hair on female dual ranged run then :P. Launch AnimationComposer.exe. You will see the following:

(https://i.imgur.com/IBij4ss.jpg)

Click on left "load animation", browse to the folder where the "malepc_run.anm" is and click on it. We are loading the male animation first, because we want only the hair bones from the female one. Once it is loaded, in the right "load animation" browse to "femalepc_run.anm" and load it. You will see that most of the bones are not checked, the only ones that are checked are the ones we need:

(https://i.imgur.com/1irZyZ7.jpg)

Everything is almost set for combining. The only thing that needs to be done - under the bones section you can see - 4: "Left Footstep" and 16: "Right Footstep". These are callbacks. They are links to commands for sounds, character rotation and effects that activate when this animation is used. When you combine two animations, all the callbacks from them are recorded in the new one. Callbacks with same names are just multiplied, so if we save now, there will be 2x Left Footstep and 2x Right Footstep. Uncheck one of sets, doesnt matter from male of female.
Click on "save animation", browse to the Female/ANM folder and save it as "femalepc_idle.anm" to preview it immediately. Launch the game. The ponytail is no longer hidden in the girl's back. Congratz! You combined your first animation.

VII. Replacing Bones
Next thing you can do with this program is take only chosen bone from one animation and switch it with those from the other. Important thing you need to know is both animations must have the same frame count for this to work properly. You can see the frame count of each animation under the "New Animation" buttons. If the frames are not the same speed, it will freeze the animation of the creature fully or partially. But I'll explain more on this later. Fo now, find two animations with the same speed and load them. For example, you can try replacing different bones from the two running animations in the previous steps. To do it, make sure you uncheck the bones you want to replace and check them on the other animation, which is replacing. Never leave bones checked in both!
Here is an example of replacing animation for the right wrist and right weapon bones:

(https://i.imgur.com/ScggMMm.jpg)

The possibilities are many, as long as you find the right animations to combine.  Make your all extracted Creatures folders easy to browse, because this is a game of many tries. Also be prepared to restart the game many times, to check every little change, untill it works and looks decent.

VIII. Conbining Animations with Different Frames
While making new combined animations, sometimes you just can't find two that fit AND have the same frames. In the lower part of the tool you can see "freeze shorter", "freeze longer", "repeat shorter" and "crop longer" - they are there for that. Here is an example of animations with different frames:

(https://i.imgur.com/feUfWQB.jpg)

Freeze Shorter/Longer - It sets all AnimationFrames of a bone to first animationFrame of the bone. This applies to all eligible bones based on shorter or longer.
Repeat Shorter - Increases number of AnimationFrames in shorter bones and repeats existing AnimationFrames till new frame count.
Crop Longer - Reduces the number of AnimationFrames in a longer bones, hence it crops the animation for those bones.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 08 August 2018, 02:44:26
Updated.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: koderkrazy on 09 August 2018, 06:34:44
Wow!  I'll definitely try this. :P

Thanks for thorough documentation!
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: koderkrazy on 10 August 2018, 07:57:14
About the other two - "repeat shorter" and "crop longer", i haven't tried them yet and cant say what they are for.
These are my findings after looking at code:
Freeze - It sets all AnimationFrames of a bone to first animationFrame of the bone. This applies to all eligible bones based on shorter or longer.
Repeat - Increases number of AnimationFrames in shorter bones and repeats existing AnimationFrames till new frame count.
Corp - Reduces the number of AnimationFrames in a longer bones, hence it crops the animation for those bones.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 10 August 2018, 11:55:53
Nice finding! I'll test it, may be better than freeze. I'll add it to the OP.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: Endymion on 02 September 2018, 18:50:25
Quote
The fastest way to preview any creature animation is renaming it to the base player animation, used in the main menu screen
You can use Viewer to fast preview any msh & anm asset as long as you have the game directory path (or similarly the path of a built mod directory with custom assets) set in "Additional browse directories" field in AM, Tools/Options.
That includes archived assets too, except for the contents of XPack2 folder which's path still isn't recognized since Ragnarok release.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 04 September 2018, 00:10:15
Ok, I'll try that, thanks. If it display attachments (e.g. the mount) it will be perfect.

Found this old text file where I've added descriptions for combat animations. Some of them are unused, might come handy to someone.


Good Looking Combat Animations

* = Unused

Bow

femalepc_bow_skill_lethalinjection* - good for bow powershot/aimed shot/multishot

Dual Wield

femalepc_dw_skill_AoE360 - looks good with one handed, dual wield, dual ranged, spear

femalepc_dw_skill_bladeblaze* - fast paced multihit attack vs 1-2 targets (dual wield only)

femalepc_dw_skill_crossblades – dual wield inward cross slash vs 1 target.

femalepc_dw_skill_doublex - 2 targets dw anim.

femalepc_dw_skill_jumpslash - power dw attack 1 target.

femalepc_dw_skill_sweep* - 1-2 targets. Opposite cross slash (outward)

femalepc_dw_skill_wardance* – 360 attack + backflip. Looks good and agile, not bad with spear also.

One Hand

femalepc_onehand_shieldcombo - shield bash + weapon slash or dual holding 1 hand weapon.

femalepc_onehand_skill_aoe360 – same as dwaoe360.

femalepc_onehand_skill_chop* - one hand power att. Melee, no spear.

femalepc_onehand_skill_doubleslash* - diagonal + horizontal slash. 2 targets. Sword, Axe.

femalepc_onehand_skill_hew - jump + power att. Melee, no spear.

femalepc_onehand_skill_phantasmstrike* – look to the sky + power att. Melee, no spear. Probably hammer.

femalepc_onehand_skill_sheildbash - shield hit, outwards.

femalepc_onehand_skill_shieldcharge - shield hit, forward.

femalepc_onehand_skill_shouldercharge - power shield hit, forward.

femalepc_onehand_skill_thrust* - piercing attack, forward. Sword.

femalepc_pickup_kneel* - slower than default.

Spear

femalepc_spear_skill_brace* - hoplite stance, probably good for some spear buff.

femalepc_spear_skill_dualslash - fast, dual hit. Right now used for default attack.

femalepc_spear_skill_tempest* – whirlwind + thrust + step back. Looks cool.

femalepc_spear_skill_triplehit* - Nice one. 3 targets.

Staff

femalepc_staff_skill_spellfury* - good for staff, dual ranged or fist weapon.

femalepc_taunt* - good for battle cry.



Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: Endymion on 06 September 2018, 13:55:28
Ok, I'll try that, thanks. If it display attachments (e.g. the mount) it will be perfect.
Sure. You can view attach points, hitboxes, bones & skeleton of a mesh and callbacks for an animation.
(https://i.imgur.com/0y5neDJ.jpg)
Furthermore it allows you to create new .mif & .aif for meshes and animations respectively, so you can place attach points and edit physics data where you actually see it, in contrary to something like MeshView.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 26 June 2019, 11:02:09
Next thing is to help people that are combining new animations:

Frame Counts of All Creature Animations - Part I

TQ AMBIENT ANIMALS

Butterfly

butterflyflutter.anm - 61
butterflyflyingcircle01.anm - 241
butterflyflyingcircle02.anm - 241
butterflyidle.anm - 41
butterflyidle02.anm - 61

Camel

camel_chew.anm - 181
camel_idle.anm - 61
camel_kneel.anm - 61
camel_lookright.anm - 121

Chicken

chicken_emote_peckground.anm - 91
chicken_idle.anm - 61

Dog

dog_sniffingattable.anm - 109
dog_walk.anm - 25
dogbark.anm - 31
dogidle.anm - 61
doglookleft.anm - 61
dogsit.anm - 47
dogsniff.anm - 66
dogstretch.anm - 51
dogtailwag.anm - 61
dogwounded.anm - 101

Fish

fishbass01_idle.anm - 61
fishbass01_jump.anm - 151
fishbassdead_floating.anm - 201

Frog

frog_emote_hopcircle.anm - 201

Goat

goat_eating.anm - 61
goatearwiggle.anm - 61
goatidle.anm - 61
goatlookleft.anm - 81
goatpawground.anm - 51
goatshakehead.anm - 61
goatsniff.anm - 61

Horse

horse_emote_headshake.anm - 36
horse_emote_lookright.anm - 246
horse_emote_tailwag.anm - 61
horse_feakoutalpha.anm - 56
horse_idle.anm - 61
horseblack_run.anm - 19
horseblack_walk.anm - 37

Ox

oxheaddown.anm - 53
oxidle.anm - 61
oxlookleft.anm - 71
oxlookright.anm - 71
oxmoo.anm - 65
oxtailswat.anm - 61

Pig

pigpotbelly_emote_eat.anm - 73
pigpotbelly_emote_sleep.anm - 61
pigpotbelly_idle.anm - 49

Rat

rat01_idle.anm - 25
rat01_run.anm - 51

Seagull

seagull_flapwings.anm - 66
seagull_flycircle.anm - 380
seagull_idle.anm - 61
seagull_lookaround.anm - 91
seagull_preen.anm - 61

Shark (Mako)

mako_circle.anm - 180
mako_outofwater.anm - 188
mako_outofwateridle.anm - 26

Sheep

sheep_run.anm - 21
sheep_walk.anm - 37
sheepbaa.anm - 61
sheepidle.anm - 61
sheeplookleft.anm - 91
sheeplookright.anm - 76
sheeppawground.anm - 101
sheepshake.anm - 61

Snake

snake01_idle.anm - 61
snake01_run.anm - 61

Squirrel

squirrel_idle.anm - 61

---

TQ MONSTERS

Antlion

antlion_attalpha.anm - 37
antlion_attbeta.anm - 37
antlion_attidle.anm - 37
antlion_diealpha.anm - 42
antlion_emotealpha.anm - 76
antlion_emotebeta.anm - 96
antlion_run.anm - 15
antlion_spawn.anm - 37
antlion_stun.anm - 49
antlion_walk.anm - 45

Arachnos

arachnos_emote_allalpha.anm - 76
arachnos_emote_allbeta.anm - 81
arachnos_idle.anm - 61
arachnos_onehand_attalpha.anm - 49
arachnos_onehand_attbeta.anm - 39
arachnos_onehand_attgamma.anm - 51
arachnos_onehand_attidle.anm - 37
arachnos_onehand_diealpha.anm - 31
arachnos_onehand_stun.anm - 49
arachnos_run.anm - 25
arachnos_skill_spit.anm - 37
arachnos_skill_summon.anm - 76
arachnos_spear_attalpha.anm - 31
arachnos_spear_attbeta.anm - 37
arachnos_spear_attidle.anm - 37
arachnos_spear_run.anm - 25
arachnos_spear_walk.anm - 37
arachnos_walk.anm - 37

Automatoi

automatoi_attidle.anm - 49
automatoi_emote_allalpha.anm - 137
automatoi_emote_allbeta.anm - 79
automatoi_onehand_attalpha.anm - 37
automatoi_onehand_attbeta.anm - 37
automatoi_onehand_attgamma.anm - 37
automatoi_run.anm - 31
automatoi_stun.anm - 49
automatoi_unarmed_attalpha.anm - 37
automatoi_unarmed_attbeta.anm - 37
automatoi_walk.anm - 37

Bat

bat_attalpha.anm - 37
bat_attbeta.anm - 28
bat_attidle.anm - 37
bat_diealpha.anm - 28
bat_idle.anm - 181
bat_run.anm - 12

Boarman

boarman01_onehand_attalpha.anm - 41
boarman01_onehand_attbeta.anm - 27
boarman01_onehand_attgamma.anm - 37
boarman01_onehand_attidle.anm - 49
boarman01_onehand_diealpha.anm - 24
boarman01_onehand_stun.anm - 49
boarman01_run.anm - 25
boarman02_diealpha.anm - 61
boarman02_emote_allalpha.anm - 61
boarman02_emote_allbeta.anm - 101
boarman02_onehand_attalpha.anm - 31
boarman02_onehand_attbeta.anm - 37
boarman02_onehand_attgamma.anm - 31
boarman02_onehand_attidle.anm - 49
boarman02_onehand_skill_stomp.anm - 66
boarman02_run.anm - 25
boarman02_stun.anm - 49
boarman02_walk.anm - 37

Boarmonstrous

boarmonstrous_attalpha.anm - 46
boarmonstrous_attbeta.anm - 36
boarmonstrous_attgamma.anm - 36
boarmonstrous_attidle.anm - 37
boarmonstrous_diealpha.anm - 37
boarmonstrous_diebeta.anm - 61
boarmonstrous_idlecrouch.anm - 61
boarmonstrous_run.anm - 15
boarmonstrous_stun.anm - 49
boarmonstrous_walk.anm - 37
spiritpig_diebeta.anm - 61
warbeast_attalpha.anm - 46
warbeast_attbeta.anm - 37
warbeast_attgamma.anm - 36

Bogdweller

bogdweller_attalpha.anm - 37
bogdweller_attbeta.anm - 37
bogdweller_attgamma.anm - 31
bogdweller_idle.anm - 51
bogdweller_longidle.anm - 12
bogdweller_run.anm - 29
bogdweller_spawn.anm - 51
bogdweller_stun.anm - 49
bogdweller_walk.anm - 37

Carrionbeetle

carrionbeetle_attalpha.anm - 31
carrionbeetle_attbeta.anm - 46
carrionbeetle_attgamma.anm - 31
carrionbeetle_attidle.anm - 37
carrionbeetle_diealpha.anm - 31
carrionbeetle_emotealpha.anm - 63
carrionbeetle_emotebeta.anm - 61
carrionbeetle_runalpha.anm - 6
carrionbeetle_runbeta.anm - 37
carrionbeetle_skill_spit.anm - 41
carrionbeetle_spewmagma.anm - 46
carrionbeetle_stun.anm - 49
carrionbeetle_walk.anm - 13

Carrionbird

carrionbird_attalpha.anm - 37
carrionbird_attbeta.anm - 28
carrionbird_attidle.anm - 37
carrionbird_diealpha.anm - 41
carrionbird_idle.anm - 181
carrionbird_run.anm - 12

Centaur

centaur_bow_attalpha.anm - 31
centaur_bow_attidle.anm - 49
centaur_diealpha.anm - 37
centaur_emote_allalpha.anm - 111
centaur_emote_allbeta.anm - 96
centaur_onehand_attalpha.anm - 25
centaur_onehand_attbeta.anm - 37
centaur_onehand_attgamma.anm - 25
centaur_onehand_attidle.anm - 49
centaur_run.anm - 25
centaur_skill_bladesweep.anm - 37
centaur_spear_attalpha.anm - 25
centaur_spear_attbeta.anm - 25
centaur_spear_attgamma.anm - 25
centaur_spear_attidle.anm - 49
centaur_spear_skill_callofthehunt.anm - 55
centaur_stun.anm - 49
centaur_unarmed_attalpha.anm - 46
centaur_unarmed_attbeta.anm - 25
centaur_walk.anm - 37
nessus_summonminions.anm - 55

Chimera

chimera_attalpha.anm - 41
chimera_attbeta.anm - 41
chimera_attgamma.anm - 31
chimera_attidle.anm - 41
chimera_diealpha.anm - 55
chimera_run.anm - 25
chimera_skill_breathfire.anm - 96
chimera_stun.anm - 61
chimera_walk.anm - 43

Crocman

crocman_diealpha.anm - 91
crocman_onehand_attalpha.anm - 41
crocman_onehand_attbeta.anm - 36
crocman_onehand_attgamma.anm - 33
crocman_onehand_attidle.anm - 61
crocman_onehand_emotealpha.anm - 101
crocman_onehand_emotebeta.anm - 221
crocman_onehand_skill_electrify.anm - 61
crocman_onehand_skill_shieldcharge.anm - 31
crocman_run.anm - 37
crocman_skill_bite.anm - 38
crocman_skill_spearbite.anm - 38
crocman_skill_speartailslam.anm - 51
crocman_skill_tailslam.anm - 51
crocman_spear_attalpha.anm - 31
crocman_spear_attbeta.anm - 31
crocman_spear_attidle.anm - 61
crocman_spear_emotealpha.anm - 101
crocman_spear_emotebeta.anm - 221
crocman_spear_run.anm - 37
crocman_spear_skill_electrify.anm - 61
crocman_spear_stun.anm - 81
crocman_staff_attalpha.anm - 37
crocman_staff_attidle.anm - 61 (uninished)
crocman_stun.anm - 81

Cryptworm

cryptworm_attalpha.anm - 37
cryptworm_attbeta.anm - 37
cryptworm_attgamma.anm - 37
cryptworm_attidle.anm - 37
cryptworm_diealpha.anm - 49
cryptworm_diebeta.anm - 76
cryptworm_emotealpha.anm - 101
cryptworm_emotebeta.anm - 91
cryptworm_run.anm - 71
cryptworm_skill_layegg.anm - 76
cryptworm_skill_spit.anm - 37
cryptworm_stun.anm - 43

Cyclops

cyclops02_attalpha.anm - 56
cyclops02_attbeta.anm - 56
cyclops02_attgamma.anm - 46
cyclops02_attidle.anm - 61
cyclops02_diealpha.anm - 82
cyclops02_emote_bellow.anm - 71
cyclops02_run.anm - 37
cyclops02_skill_bullrun.anm - 73
cyclops02_skill_clubslam.anm - 56
cyclops02_skill_slam.anm - 51
cyclops02_stun.anm - 61
cyclops_brute_bullrush.anm - 25
cyclops_brute_run.anm - 49
cyclops_brute_unarmed_attalpha.anm - 91
cyclops_brute_unarmed_attbeta.anm - 46
cyclops_brute_unarmed_attgamma.anm - 81
cyclops_brute_unarmed_attidle.anm - 61
cyclops_brute_unarmed_diealpha.anm - 89
cyclops_brute_unarmed_stun.anm - 101

Djinn

djinn_dw_attalpha.anm - 33
djinn_dw_attbeta.anm - 37
djinn_dw_attgamma.anm - 43
djinn_idle.anm - 49
djinn_onehand_attalpha.anm - 37
djinn_onehand_attbeta.anm - 37
djinn_onehand_attgamma.anm - 37
djinn_run.anm - 37
djinn_skill_castprojectile.anm - 46
djinn_spawn.anm - 31
djinn_stun.anm - 49

Dragonian

dragonian_bow_attalpha.anm - 37
dragonian_bow_skill_firebreath.anm - 66
dragonian_icescourge_skill_icebreath.anm - 66
dragonian_idle.anm - 49
dragonian_onehand_attalpha.anm - 37
dragonian_onehand_attbeta.anm - 37
dragonian_onehand_attgamma.anm - 49
dragonian_run.anm - 25
dragonian_spear_attalpha.anm - 37
dragonian_staff_attalpha.anm - 37
dragonian_staff_attbeta.anm - 31
dragonian_staff_attgamma.anm - 37
dragonian_staff_skill_reflect.anm - 37
dragonian_stun.anm - 49
dragonian_walk.anm - 31

Dracolich

dragonlich_attalpha.anm - 71
dragonlich_attbeta.anm - 78
dragonlich_idle.anm - 61
dragonlich_run.anm - 51
dragonlich_skill_chestgas.anm - 185
dragonlich_skill_firebreath.anm - 151
dragonlich_skill_freezingbreath.anm - 151
dragonlich_skill_wingwind.anm - 161

Duneraider

duneraider_bow_attalpha.anm - 37
duneraider_bow_idle.anm - 49
duneraider_dw_attalpha.anm - 37
duneraider_dw_attbeta.anm - 37
duneraider_emote_allalpha.anm - 76
duneraider_emote_allbeta.anm - 71
duneraider_idle.anm - 49
duneraider_mounted_bow_attalpha.anm - 37
duneraider_mounted_bow_idle.anm - 37
duneraider_mounted_bow_run.anm - 19
duneraider_mounted_bow_walk.anm - 37
duneraider_mounted_spear_attalpha.anm - 37
duneraider_mounted_spear_attbeta.anm - 37
duneraider_mounted_spear_idle.anm - 37
duneraider_mounted_spear_run.anm - 19
duneraider_mounted_spear_walk.anm - 37
duneraider_mounted_stun.anm - 61
duneraider_onehand_attalpha.anm - 37
duneraider_onehand_attbeta.anm - 37
duneraider_onehand_attgamma.anm - 37
duneraider_run.anm - 25
duneraider_stun.anm - 49
duneraider_walk.anm - 37

Ermatheonboar

ermantheonboar_attalpha.anm - 46
ermantheonboar_attbeta.anm - 37
ermantheonboar_attgamma.anm - 50
ermantheonboar_attidle.anm - 37
ermantheonboar_diealpha.anm - 50
ermantheonboar_diebeta.anm - 61
ermantheonboar_run.anm - 15
ermantheonboar_stun.anm - 49

Eurynomus

eurynomus_emote_detectpc.anm - 36
eurynomus_emote_lookaround.anm - 111
eurynomus_emote_screech.anm - 36
eurynomus_idle.anm - 49
eurynomus_run.anm - 19
eurynomus_unarmed_attalpha.anm - 46
eurynomus_unarmed_attbeta.anm - 41
eurynomus_unarmed_attgamma.anm - 48
eurynomus_unarmed_attidle.anm - 37
eurynomus_unarmed_diealpha.anm - 25
eurynomus_unarmed_stun.anm - 37
eurynomus_walk.anm - 37

Ghost

ghost_attalpha.anm - 37
ghost_attbeta.anm - 37
ghost_die.anm - 6
ghost_idle.anm - 61
ghost_possess.anm - 40
ghost_purplepower.anm - 37
ghost_run.anm - 37
ghost_skill_castprojectile.anm - 37
ghost_spawn.anm - 37

Giantturtle

giantturtle_attalpha.anm - 41
giantturtle_attbeta.anm - 31
giantturtle_attgamma.anm - 41
giantturtle_attidle.anm - 61
giantturtle_attidle2idle.anm - 31
giantturtle_diealpha.anm - 70
giantturtle_emote_allalpha.anm - 201
giantturtle_emotealpha.anm - 304
giantturtle_emotebeta.anm - 336
giantturtle_idle.anm - 61
giantturtle_run.anm - 25
giantturtle_skill_spit.anm - 39
giantturtle_stun.anm - 61

Guardianstatue

guardianstatue_attalpha.anm - 51
guardianstatue_attbeta.anm - 61
guardianstatue_attgamma.anm - 71
guardianstatue_diealpha.anm - 46
guardianstatue_diebeta.anm - 131
guardianstatue_idle_stand.anm - 6
guardianstatue_idle_standarmout.anm - 6
guardianstatue_run.anm - 61
guardianstatue_run2.anm - 61
guardianstatue_stun.anm - 91
statuepossesed_attalpha.anm - 43
statuepossesed_attbeta.anm - 51
statuepossesed_attgamma.anm - 51
statuepossesed_attidle.anm - 37
statuepossesed_run.anm - 61
statuepossesed_run02.anm - 61
statuepossesed_sit.anm - 21
statuepossesed_spawn.anm - 96
statuepossessed_telkine_idle.anm - 9
statuepossessed_telkine_step.anm - 300
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 26 June 2019, 11:04:15
Frame Counts of All Creature Animations - Part II

Harpy

deserthag_attalpha.anm - 49
deserthag_attbeta.anm - 49
deserthag_attgamma.anm - 49
deserthag_attidle.anm - 49
deserthag_diealpha.anm - 49
deserthag_longidle.anm - 49
deserthag_run.anm - 49
deserthag_stun.anm - 49
harpy_attalpha.anm - 49
harpy_attbeta.anm - 49
harpy_attgamma.anm - 49
harpy_attidle.anm - 49
harpy_diealpha.anm - 49
harpy_longidle.anm - 49
harpy_run.anm - 49
harpy_stun.anm - 49

Hydra

hydra_attalpha.anm - 41
hydra_attbeta.anm - 51
hydra_attidle.anm - 61
hydra_boss_attalpha.anm - 601
hydra_boss_attbeta.anm - 99
hydra_boss_attidle.anm - 16
hydra_boss_run.anm - 16
hydra_diealpha.anm - 91
hydra_idle.anm - 85
hydra_run.anm - 49
hydra_skill_firebreath.anm - 131
hydra_skill_icebreath.anm - 131
hydra_skill_poisonbreath.anm - 131
hydra_stun.anm - 61

Hyenabeast

hyenabeast_attalpha.anm - 31
hyenabeast_attbeta.anm - 31
hyenabeast_attgamma.anm - 36
hyenabeast_attidle.anm - 37
hyenabeast_diealpha.anm - 71
hyenabeast_emotealpha.anm - 101
hyenabeast_emotebeta.anm - 31
hyenabeast_run.anm - 19
hyenabeast_stun.anm - 61
hyenabeast_walk.anm - 37

Ichthian

ichthian_emote_allalpha.anm - 81
ichthian_emote_onehand_alpha.anm - 49
ichthian_onehand_attalpha.anm - 37
ichthian_onehand_attbeta.anm - 37
ichthian_onehand_attgamma.anm - 37
ichthian_onehand_attidle.anm - 49
ichthian_run.anm - 31
ichthian_spear_attalpha.anm - 37
ichthian_spear_attbeta.anm - 37
ichthian_spear_attidle.anm - 49
ichthian_stun.anm - 49
ichthian_walk.anm - 37
ichthianmage_staff_attalpha.anm - 37
ichthianmage_staff_attbeta.anm - 37
ichthianmage_staff_attgamma.anm - 37
ichthianmage_staff_attidle.anm - 49
ichthianmage_staff_skill_buffother.anm - 37
ichthianmage_staff_skill_castprojectile.anm - 49

Jackalman

jackalman_bow_attalpha.anm - 37
jackalman_bow_attidle.anm - 37
jackalman_bow_run.anm - 25
jackalman_diealpha.anm - 49
jackalman_dw_attalpha.anm - 41
jackalman_dw_attbeta.anm - 37
jackalman_dw_attgamma.anm - 46
jackalman_dw_run.anm - 25
jackalman_emote_allalpha.anm - 61
jackalman_emote_allbeta.anm - 81
jackalman_onehand_attalpha.anm - 42
jackalman_onehand_attbeta.anm - 37
jackalman_onehand_attgamma.anm - 37
jackalman_onehand_attidle.anm - 37
jackalman_onehand_run.anm - 25
jackalman_staff_attalpha.anm - 36
jackalman_staff_attbeta.anm - 36
jackalman_staff_attidle.anm - 37
jackalman_staff_run.anm - 25
jackalman_staff_skill_buffself.anm - 41
jackalman_staff_skill_castprojectile.anm - 51
jackalman_stun.anm - 49
jackalman_walk.anm - 37
jackalmanmounted_idle.anm - 37
shadowstalker_attalpha.anm - 37
shadowstalker_idle.anm - 49
shadowstalker_run.anm - 25

Junglecreep

junglecreep_attalpha.anm - 61
junglecreep_attbeta.anm - 76
junglecreep_diealpha.anm - 46
junglecreep_idle.anm - 11
junglecreep_run.anm - 37
junglecreep_skill_drool.anm - 61
junglecreep_stun.anm - 49

Licheking

abyssalliche_castprojectile.anm - 51
licheking_castprojectile.anm - 51

Limos

limos_diealpha.anm - 63
limos_dw_attalpha.anm - 31
limos_dw_attbeta.anm - 37
limos_dw_attidle.anm - 37
limos_emote_allalpha.anm - 66
limos_emote_allbeta.anm - 56
limos_onehand_attalpha.anm - 37
limos_onehand_attbeta.anm - 33
limos_onehand_attidle.anm - 37
limos_run.anm - 21
limos_skill_lifeleech.anm - 71
limos_stun.anm - 49
limos_unarmed_attalpha.anm - 37
limos_unarmed_attbeta.anm - 33
limos_unarmed_attgamma.anm - 29
limos_unarmed_attidle.anm - 49
limos_walk.anm - 37

Maenad

maenad_bow_attalpha.anm - 31
maenad_bow_attbeta.anm - 38
maenad_bow_attidle.anm - 49
maenad_onehand_attalpha.anm - 37
maenad_onehand_attbeta.anm - 29
maenad_onehand_attidle.anm - 37
maenad_onehand_run.anm - 19
maenad_onehand_skill_lethalstrike.anm - 37
maenad_run.anm - 19
maenad_spear_attalpha.anm - 31
maenad_spear_attbeta.anm - 29
maenad_spear_attgamma.anm - 29
maenad_spear_attidle.anm - 49
maenad_staff_attalpha.anm - 37
maenad_staff_attbeta.anm - 37
maenad_staff_attgamma.anm - 37
maenad_unarmed_attalpha.anm - 25
maenad_unarmed_attbeta.anm - 31
maenad_unarmed_attgamma.anm - 31
maenad_unarmed_attidle.anm - 37
maenad_unarmed_diealpha.anm - 31
maenad_unarmed_stun.anm - 61
maenad_walk.anm - 37

Manticore

manticore_diealpha.anm - 116
manticore_fly.anm - 31
manticore_idle.anm - 49
manticore_run.anm - 37
manticore_skill_lightningbreath.anm - 101
manticore_skill_melee.anm - 81
manticore_skill_meleebeta.anm - 37
manticore_skill_meleegamma.anm - 45
manticore_skill_quillshot.anm - 71

Mantid

mantid_attalpha.anm - 37
mantid_attbeta.anm - 37
mantid_attgamma.anm - 37
mantid_idle.anm - 49
mantid_run.anm - 27
mantid_stun.anm - 49
mantid_walk.anm - 37

Medusa (Gorgon)

medusa_bow_attalpha.anm - 37
medusa_bow_attbeta.anm - 37
medusa_bow_attidle.anm - 49
medusa_diealpha.anm - 101
medusa_idle.anm - 71
medusa_run.anm - 37
medusa_skill_buffself.anm - 37
medusa_skill_petrify.anm - 49
medusa_spear_attalpha.anm - 26
medusa_spear_attbeta.anm - 46
medusa_spear_idle.anm - 71
medusa_stun.anm - 49

Medusaminion (Lesser Gorgon)

medusaminion_bow_attalpha.anm - 37
medusaminion_bow_attbeta.anm - 25
medusaminion_bow_attidle.anm - 37
medusaminion_diealpha.anm - 71
medusaminion_run.anm - 37
medusaminion_spear_attalpha.anm - 37
medusaminion_spear_attbeta.anm - 29
medusaminion_spear_attidle.anm - 49
medusaminion_stun.anm - 43

Minoanstatue

monsterstatueminoan_attalpha.anm - 46
monsterstatueminoan_attbeta.anm - 46
monsterstatueminoan_attgamma.anm - 46
monsterstatueminoan_diealpha.anm - 46
monsterstatueminoan_idle.anm - 21
monsterstatueminoan_run.anm - 61
monsterstatueminoan_spawn.anm - 41

Minotaur

minotaur_dw_attalpha.anm - 31
minotaur_dw_attbeta.anm - 31
minotaur_dw_attgamma.anm - 31
minotaur_dw_attidle.anm - 49
minotaur_run.anm - 31
minotaur_unarmed_attalpha.anm - 36
minotaur_unarmed_attbeta.anm - 31
minotaur_unarmed_attgamma.anm - 31
minotaur_unarmed_attidle.anm - 49
minotaur_unarmed_diealpha.anm - 43
minotaur_unarmed_stun.anm - 61
minotaur_walk.anm - 37

Mummy

mummy_die2skeleton.anm - 91
mummy_diealpha.anm - 46
mummy_dw_attalpha.anm - 41
mummy_dw_attbeta.anm - 41
mummy_dw_attgamma.anm - 41
mummy_dw_attidle.anm - 61
mummy_dw_run.anm - 41
mummy_onehand_attalpha.anm - 41
mummy_onehand_attbeta.anm - 41
mummy_onehand_attgamma.anm - 41
mummy_onehand_attidle.anm - 61
mummy_onehand_run.anm - 37
mummy_staff_attalpha.anm - 41
mummy_staff_attbeta.anm - 41
mummy_staff_attidle.anm - 61
mummy_staff_diealpha.anm - 46
mummy_staff_run.anm - 49
mummy_staff_skill_buffself.anm - 46
mummy_staff_skill_castprojectile.anm - 51
mummy_stun.anm - 61

Neanderthal

neanderthal_bow_attalpha.anm - 37
neanderthal_bow_attidle.anm - 49
neanderthal_dw_attalpha.anm - 37
neanderthal_dw_attbeta.anm - 37
neanderthal_dw_attidle.anm - 49
neanderthal_onehand_attalpha.anm - 37
neanderthal_onehand_attbeta.anm - 37
neanderthal_onehand_attidle.anm - 49
neanderthal_run.anm - 25
neanderthal_run02.anm - 25
neanderthal_skill_triberally.anm - 55
neanderthal_skill_warshout.anm - 37
neanderthal_spear_attalpha.anm - 37
neanderthal_spear_attbeta.anm - 37
neanderthal_spear_attidle.anm - 49
neanderthal_staff_attalpha.anm - 37
neanderthal_staff_attbeta.anm - 37
neanderthal_staff_attidle.anm - 49
neanderthal_staff_skill_buffother.anm - 37
neanderthal_staff_skill_castprojectile.anm - 46
neanderthal_stun.anm - 49
neanderthalmounted_spear_attalpha.anm - 31
neanderthalmounted_spear_attbeta.anm - 31
neanderthalmounted_spear_attgamma.anm - 31
neanderthalmounted_spear_diealpha.anm - 31
neanderthalmounted_spear_idle.anm - 37
neanderthalmounted_spear_run.anm - 19
neanderthalmounted_spear_stun.anm - 49
neanderthalmounted_spear_walk.anm - 37

Orthus

orthrus_attalpha.anm - 31
orthrus_attbeta.anm - 34
orthrus_attidle.anm - 43
orthrus_diealpha.anm - 66
orthrus_run.anm - 19
orthrus_skill_breathefire.anm - 66
orthrus_skill_doublebite.anm - 37
orthrus_stun.anm - 49
orthrus_walk.anm - 37

Peng

peng_attalpha.anm - 37
peng_attbeta.anm - 31
peng_attgamma.anm - 31
peng_idle.anm - 49
peng_run.anm - 37
peng_skill_scream.anm - 37
peng_skill_summon.anm - 56
peng_stun.anm - 37
peng_walk.anm - 37

Quillvine

quilvine_idle.anm - 121
quilvine_quill_attalpha.anm - 37
quilvine_stun.anm - 49
quilvine_vine_attalpha.anm - 49
quilvine_vine_attbeta.anm - 43

Raptor

raptor_attalpha.anm - 43
raptor_attbeta.anm - 37
raptor_attgamma.anm - 37
raptor_idle.anm - 49
raptor_run.anm - 29
raptor_stun.anm - 49
raptor_walk.anm - 37

Ratman

ratman_skill_teleport.anm - 41
ratmanchampion_idle.anm - 37
ratmanchampion_onehand_attalpha.anm - 37
ratmanchampion_onehand_attbeta.anm - 37
ratmanchampion_onehand_attgamma.anm - 37
ratmanchampion_run.anm - 25
ratmanchampion_spear_attalpha.anm - 37
ratmanchampion_spear_attbeta.anm - 31
ratmanchampion_stun.anm - 49
ratmanchampion_walk.anm - 25

Saberlion

saberlion_attalpha.anm - 31
saberlion_attbeta.anm - 25
saberlion_attidle.anm - 37
saberlion_diealpha.anm - 27
saberlion_run.anm - 19
saberlion_stun.anm - 49
saberlion_walk.anm - 37

Sandwraith

sandwraith_attalpha.anm - 37
sandwraithlord_attalpha.anm - 37
sandwraithlord_attbeta.anm - 37
sandwraithlord_attgamma.anm - 31
sandwraithlord_idle.anm - 49
sandwraithlord_run.anm - 37
sandwraithlord_skill_summon.anm - 37
sandwraithlord_spawn.anm - 32
sandwraithlord_stun.anm - 49

Satyr

brian_satyr_bow_attalpha.anm - 37
brian_satyr_bow_attbeta.anm - 49
brian_satyr_bow_attgamma.anm - 27
brian_satyr_bow_attidle.anm - 37
brian_satyr_bow_diealpha.anm - 22
brian_satyr_bow_stun.anm - 49
brian_satyr_idle.anm - 61
brian_satyr_magic_attidle.anm - 37
brian_satyr_magic_buffalpha.anm - 51
brian_satyr_magic_castalpha.anm - 51
brian_satyr_magic_castbeta.anm - 56
brian_satyr_magic_diealpha.anm - 22
brian_satyr_magic_stun.anm - 49
brian_satyr_onehand_attalpha.anm - 46
brian_satyr_onehand_attbeta.anm - 37
brian_satyr_onehand_attgamma.anm - 37
brian_satyr_onehand_attidle.anm - 25
brian_satyr_onehand_diealpha.anm - 22
brian_satyr_onehand_stun.anm - 49
brian_satyr_run.anm - 25
brian_satyr_run02.anm - 21
brian_satyr_walk.anm - 31
satyr_dw_attalpha.anm - 25
satyr_dw_attbeta.anm - 31
satyr_dw_attgamma.anm - 21
satyr_dw_attidle.anm - 37
satyr_dw_skill_scissorattack.anm - 38
satyr_idle_alpha.anm - 61
satyr_idle_beta.anm - 61 (malepc?)
satyr_idle_gamma.anm - 61
satyr_ragdoll.anm - 101
satyr_runpanic.anm - 19
satyr_spear_attalpha.anm - 37
satyr_spear_attbeta.anm - 37
satyr_spear_attidle.anm - 49
satyr_takehit.anm - 5
satyr_unarmed_attalpha.anm - 35
satyr_unarmed_attbeta.anm - 31
satyr_unarmed_attidle.anm - 49
satyrbrute01_attidle.anm - 49
satyrbrute01_diealpha.anm - 31
satyrbrute01_dw_attalpha.anm - 34
satyrbrute01_dw_attbeta.anm - 34
satyrbrute01_dw_attgamma.anm - 34
satyrbrute01_onehand_attalpha.anm - 36
satyrbrute01_onehand_attbeta.anm - 31
satyrbrute01_onehand_skill_shieldbash.anm - 31
satyrbrute01_onehand_skill_shouldercharge.anm - 31
satyrbrute01_run.anm - 31
satyrbrute01_skill_buffself.anm - 49
satyrbrute01_skill_scissorsattack.anm - 38
satyrbrute01_stun.anm - 61
satyrmage01_attalpha.anm - 37
satyrmage01_attbeta.anm - 37
satyrmage01_attidle.anm - 49
satyrmage01_diealpha.anm - 24
satyrmage01_run.anm - 25
satyrmage01_skill_buffself.anm - 41
satyrmage01_skill_castprojectile.anm - 51
satyrmage01_stun.anm - 49
satyrmage01_walk.anm - 37
warthoundrider_attalpha.anm - 36
warthoundrider_bowattalpha.anm - 49
warthoundrider_bowidle.anm - 49
warthoundrider_bowrun.anm - 15
warthoundrider_diealpha.anm - 111
warthoundrider_idle.anm - 49
warthoundrider_run.anm - 15

These are all that i managed to write up. More parts to come.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: sauruz on 26 June 2019, 14:32:12
Maybe its not right place to ask this, i want to make ratman raiders ( for mounts) i may found a proper animation for then , but the bone connecting the foots arent set in right place, you see, (they are set backwards) , to fix it i need to use this tool ? right

Using : neanderthalmounted_spear_anm
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 26 June 2019, 15:43:12
I assume one of the creature has a bone the other one doesnt. To fix it, do the following  - first load the mounted creature animation in Animation Composer and uncheck everything from Bone_Root (or if it doesnt worrk, Bone_Waist) down, then load in the second slot the animation with the new legs. The lower body hierarchy usually goes like this:

Bone Root > Bone Waist > Bone Femur > Bone Shin > Bone Foot > Bone Toe

In some creatures' skeletons there was also Bone_HorseBone (maybe thats the case)
Just make sure you check the animation frames first, you will want to freeze the legs, not the upper body.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 08 February 2022, 02:47:23
Frame Counts for Player Character Animations (with some explanations):

Female
Quote
25 - femalepc_bow_attalpha -
49 - femalepc_bow_attidle -
27 - femalepc_bow_attidle2idle -
25 - femalepc_bow_attleft90 -
25 - femalepc_bow_attright90 -
25 - femalepc_bow_run -
37 - femalepc_bow_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_bow_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_bow_skill_castprojectile - 0.70 ~ 61 Frames
91 - femalepc_bow_skill_colossus -
43 - femalepc_bow_skill_ensnare -
37 - femalepc_bow_skill_lethalinjection - Used for LethalStrike and TripleHit (Volley) with speed 1.50, as well as for Bow CrossCut with speed 1.60
37 - femalepc_bow_skill_thunderclap -
25 - femalepc_bow_skill_tosstrap -
25 - femalepc_dr_attalpha - 0.45
25 - femalepc_dr_attbeta - 0.80
25 - femalepc_dr_attgamma - 0.80
25 - femalepc_dw_attalpha - Also used for DWAttAlpha Special ANM with speed of 0.90 ~ 28 Frames
25 - femalepc_dw_attbeta -
25 - femalepc_dw_attgamma -
37 - femalepc_dw_attidle -
27 - femalepc_dw_attidle2idle -
25 - femalepc_dw_attleft90 -
25 - femalepc_dw_attlefthandonly - 0.90 ~ 28 Frames
25 - femalepc_dw_attright90 -
25 - femalepc_dw_attrighthandonly - 0.90 ~ 28 Frames
25 - femalepc_dw_run -
46 - femalepc_dw_skill_aoe360 - 0.90 ~ 49 Frames
41 - femalepc_dw_skill_bladeblaze -
37 - femalepc_dw_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_dw_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_dw_skill_castprojectile - 0.70 ~ 61 Frames
19 - femalepc_dw_skill_charge - 1.00
91 - femalepc_dw_skill_colossus -
36 - femalepc_dw_skill_crossblades - 0.90 ~ 41 Frames
46 - femalepc_dw_skill_doublex - 1.00, Used for Barrage special ANM
43 - femalepc_dw_skill_ensnare -
43 - femalepc_dw_skill_jumpslash - 1.15 ~ 37 Frames
37 - femalepc_dw_skill_sweep - 0.90 ~ 41 Frames
37 - femalepc_dw_skill_thunderclap -
25 - femalepc_dw_skill_tosstrap -
44 - femalepc_dw_skill_wardance -
86 - femalepc_emote_allalpha -
46 - femalepc_emote_onehandflipweapon -
61 - femalepc_idle -
21 - femalepc_left90 -
25 - femalepc_onehand_attalpha -
25 - femalepc_onehand_attalpha_test -
25 - femalepc_onehand_attbeta - Also used for PhantomStrike special ANM, with slightly slower speed of 0.90 ~ 28 Frames. IMO that's just a waste of ANM slot, when LethalStrike special ANM can do the same job.
25 - femalepc_onehand_attgamma -
49 - femalepc_onehand_attidle -
27 - femalepc_onehand_attidle2idle -
25 - femalepc_onehand_attleft90 -
25 - femalepc_onehand_attright90 -
49 - femalepc_onehand_diealpha -
169 - femalepc_onehand_diebeta -
25 - femalepc_onehand_run -
31 - femalepc_onehand_shieldcombo -
46 - femalepc_onehand_skill_aoe360 - 1.00, Also Used for Spear AoE360 special ANM
37 - femalepc_onehand_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_onehand_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_onehand_skill_castprojectile - 0.70 ~ 61 Frames
19 - femalepc_onehand_skill_charge -
26 - femalepc_onehand_skill_chop -
25 - femalepc_onehand_skill_doubleslash - 0.60 ~ 41 Frames
43 - femalepc_onehand_skill_ensnare -
37 - femalepc_onehand_skill_hew - 1.10 ~ 33 Frames, Also used for Unarmed, Spear and DW Hew special ANM
66 - femalepc_onehand_skill_phantasmstrike -
25 - femalepc_onehand_skill_sheildbash - 0.90 ~ 28 Frames
25 - femalepc_onehand_skill_shieldcharge -
14 - femalepc_onehand_skill_shieldcharge_old -
25 - femalepc_onehand_skill_shouldercharge - 0.90 ~ 28 Frames
25 - femalepc_onehand_skill_thrust - 1.00, Used for LethalStrike special ANM (in Single Handed and Dual Wielded)
37 - femalepc_onehand_skill_thunderclap -
25 - femalepc_onehand_skill_tosstrap -
37 - femalepc_onehand_stun -
91 - femalepc_onehanded_skill_colossus -
29 - femalepc_pickup - 5.00
30 - femalepc_pickup_kneel -
51 - femalepc_respawn2idle -
21 - femalepc_right90 -
25 - femalepc_roh_attalpha -
25 - femalepc_roh_attbeta -
25 - femalepc_roh_attgamma -
25 - femalepc_run -
25 - femalepc_run2 -
37 - femalepc_skill_nova -
25 - femalepc_spear_attalpha -
25 - femalepc_spear_attbeta -
25 - femalepc_spear_attgamma -
37 - femalepc_spear_attidle -
27 - femalepc_spear_attidle2idle -
25 - femalepc_spear_attleft90 -
25 - femalepc_spear_attright90 -
25 - femalepc_spear_run -
41 - femalepc_spear_shieldcombo - 1.20
51 - femalepc_spear_skill_brace -
37 - femalepc_spear_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_spear_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_spear_skill_castprojectile - 0.70 ~ 61 Frames
91 - femalepc_spear_skill_colossus -
25 - femalepc_spear_skill_dualslash -
43 - femalepc_spear_skill_ensnare -
41 - femalepc_spear_skill_puncture - 1.25 ~ 31 Frames, Used for LethalStrike special ANM (skills: Lethal Strike and Gouge, IMO its too slow for a single hit skill)
41 - femalepc_spear_skill_takedown - 1.50 ~ 21 Frames, could be equalized with femalepc_spear_skill_puncture.anm
77 - femalepc_spear_skill_tempest - Curently unused in Vanilla
37 - femalepc_spear_skill_thunderclap - 0.70 ~ 41 Frames
25 - femalepc_spear_skill_tosstrap -
35 - femalepc_spear_skill_triplehit - 1.00
25 - femalepc_spell -
25 - femalepc_staff_attalpha -
25 - femalepc_staff_attbeta -
25 - femalepc_staff_attgamma -
41 - femalepc_staff_attidle -
27 - femalepc_staff_attidle2idle -
25 - femalepc_staff_attleft90 -
25 - femalepc_staff_attright90 -
25 - femalepc_staff_run -
37 - femalepc_staff_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_staff_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_staff_skill_castprojectile - 0.70 ~ 61 Frames
91 - femalepc_staff_skill_colossus -
43 - femalepc_staff_skill_ensnare -
46 - femalepc_staff_skill_spellfury -
37 - femalepc_staff_skill_thunderclap -
26 - femalepc_staff_skill_tosstrap -
26 - femalepc_taunt - 0.33 ~ 9 Frames
66 - femalepc_telekinesis - Unused
31 - femalepc_telekinesiscast - Unused
71 - femalepc_telekinesisidle - Unused
36 - femalepc_telekinesisstart - Unused
21 - femalepc_unarmed_attalpha - 1.20 ~ 17 Frames
17 - femalepc_unarmed_attbeta - 1.20 ~ 14 Frames
37 - femalepc_unarmed_attidle -
27 - femalepc_unarmed_attidle2idle -
21 - femalepc_unarmed_attleft90 -
21 - femalepc_unarmed_attright90 -
37 - femalepc_unarmed_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - femalepc_unarmed_skill_callofthehunt - 1.80 ~ 37 Frames
46 - femalepc_unarmed_skill_castprojectile - 0.70 ~ 61 Frames
91 - femalepc_unarmed_skill_colossus -
43 - femalepc_unarmed_skill_ensnare -
37 - femalepc_unarmed_skill_thunderclap - 0.70 ~ 41 Frames
25 - femalepc_unarmed_skill_tosstrap -

Atlantis

77 - femalepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only)
16 - femalepc_staff_skill_staffbeam - Atlantis, - 0.80 ~ 19 Frames
16 - femalepc_staff_skill_staffbeam_onehit - Atlantis, - 0.80 ~ 19 Frames, Unused

Other

25 - Wraith_Staff_AttBeta - Used for CrossCut and Hew with Staff

Male
Quote
25 - malepc_bow_attalpha -
49 - malepc_bow_attidle -
25 - malepc_bow_attidle2idle - 2 frames less than female
25 - malepc_bow_attleft90 -
25 - malepc_bow_attright90 -
25 - malepc_bow_run -
37 - malepc_bow_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_bow_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_bow_skill_castprojectile - 0.70 ~ 61 Frames
91 - malepc_bow_skill_colossus -
43 - malepc_bow_skill_ensnare -
N/A - malepc_bow_skill_lethalinjection - uses female one
37 - malepc_bow_skill_thunderclap -
25 - malepc_bow_skill_tosstrap -
41 - malepc_diealpha -
25 - malepc_dr_attalpha - 0.45
25 - malepc_dr_attbeta - 0.80
25 - malepc_dr_attgamma - 0.80
25 - malepc_dw_attalpha - Also used for DWAttAlpha Special ANM with speed of 0.90 ~ 28 Frames
25 - malepc_dw_attbeta -
25 - malepc_dw_attgamma -
49 - malepc_dw_attidle - 12 frames more than female
25 - malepc_dw_attidle2idle - 2 frames less than female
25 - malepc_dw_attleft90 -
25 - malepc_dw_attlefthandonly - 0.90 ~ 28 Frames
25 - malepc_dw_attright90 -
25 - malepc_dw_attrighthandonly - 0.90 ~ 28 Frames
25 - malepc_dw_run -
46 - malepc_dw_skill_aoe360 - 0.90 ~ 49 Frames
41 - malepc_dw_skill_bladeblaze -
37 - malepc_dw_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_dw_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_dw_skill_castprojectile - 0.70 ~ 61 Frames
19 - malepc_dw_skill_charge - 1.00
91 - malepc_dw_skill_colossus -
36 - malepc_dw_skill_crossblades - 0.90 ~ 41 Frames
46 - malepc_dw_skill_doublex - 1.00, Used for Barrage special ANM
43 - malepc_dw_skill_ensnare -
43 - malepc_dw_skill_jumpslash - 1.15 ~ 37 Frames
37 - malepc_dw_skill_sweep - 0.90 ~ 41 Frames
37 - malepc_dw_skill_thunderclap -
25 - malepc_dw_skill_tosstrap -
44 - malepc_dw_skill_wardance -
86 - malepc_emote_allalpha -
46 - malepc_emote_onehandflipweapon -
36 - malepc_emote_onehandswipe -
61 - malepc_idle -
21 - malepc_left90 -
25 - malepc_onehand_attalpha -
25 - malepc_onehand_attalpha_test -
25 - malepc_onehand_attbeta - Also used for PhantomStrike special ANM, with slightly slower speed of 0.90 ~ 28 Frames. IMO that's just a waste of ANM slot, when LethalStrike special ANM can do the same job.
25 - malepc_onehand_attgamma -
49 - malepc_onehand_attidle -
25 - malepc_onehand_attidle2idle - 2 frames less than female
25 - malepc_onehand_attleft90 -
25 - malepc_onehand_attright90 -
25 - malepc_onehand_run -
31 - malepc_onehand_shieldcombo -
46 - malepc_onehand_skill_aoe360 - 1.00, Also Used for Spear AoE360 special ANM
37 - malepc_onehand_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_onehand_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_onehand_skill_castprojectile - 0.70 ~ 61 Frames
19 - malepc_onehand_skill_charge -
26 - malepc_onehand_skill_chop -
25 - malepc_onehand_skill_doubleslash - 0.60 ~ 41 Frames
43 - malepc_onehand_skill_ensnare -
37 - malepc_onehand_skill_hew - 1.10 ~ 33 Frames, Also used for Unarmed, Spear and DW Hew special ANM
66 - malepc_onehand_skill_phantasmstrike -
25 - malepc_onehand_skill_sheildbash - 0.90 ~ 28 Frames
25 - malepc_onehand_skill_shieldcharge -
14 - malepc_onehand_skill_shieldcharge_old -
25 - malepc_onehand_skill_shouldercharge - 0.90 ~ 28 Frames
25 - malepc_onehand_skill_thrust - 1.00, Used for LethalStrike special ANM (in Single Handed and Dual Wielded)
37 - malepc_onehand_skill_thunderclap -
25 - malepc_onehand_skill_tosstrap -
37 - malepc_onehand_stun -
91 - malepc_onehanded_skill_colossus -
29 - malepc_pickup - 5.00
30 - malepc_pickup_kneel -
51 - malepc_respawn2idle -
21 - malepc_right90 -
25 - malepc_roh_attalpha -
46 - malepc_roh_attbeta - 21 frames more than female, has to be equalized within the record file, which in turn creates problems
25 - malepc_roh_attgamma -
25 - malepc_run -
25 - malepc_run2 -
37 - malepc_skill_nova -
25 - malepc_spear_attalpha -
25 - malepc_spear_attbeta -
25 - malepc_spear_attgamma -
49 - malepc_spear_attidle - 12 frames more than female
26 - malepc_spear_attidle2idle - 1 frame less than female
25 - malepc_spear_attleft90 -
25 - malepc_spear_attright90 -
25 - malepc_spear_run -
41 - malepc_spear_shieldcombo - 1.20
51 - malepc_spear_skill_brace -
37 - malepc_spear_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_spear_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_spear_skill_castprojectile - 0.70 ~ 61 Frames
91 - malepc_spear_skill_colossus -
25 - malepc_spear_skill_dualslash -
43 - malepc_spear_skill_ensnare -
41 - malepc_spear_skill_puncture - 1.25 ~ 31 Frames, Used for LethalStrike special ANM (skills: Lethal Strike and Gouge, IMO its too slow for a single hit skill)
41 - malepc_spear_skill_takedown - 1.50 ~ 21 Frames, could be equalized with malepc_spear_skill_puncture.anm
77 - malepc_spear_skill_tempest - Curently unused in Vanilla
37 - malepc_spear_skill_thunderclap - 0.70 ~ 41 Frames
25 - malepc_spear_skill_tosstrap -
35 - malepc_spear_skill_triplehit - 1.00
25 - malepc_spell -
25 - malepc_staff_attalpha -
25 - malepc_staff_attbeta -
25 - malepc_staff_attgamma -
49 - malepc_staff_attidle - 8 frames more than female
31 - malepc_staff_attidle2idle - 4 frames more than female
25 - malepc_staff_attleft90 -
25 - malepc_staff_attright90 -
25 - malepc_staff_run -
37 - malepc_staff_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_staff_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_staff_skill_castprojectile - 0.70 ~ 61 Frames
91 - malepc_staff_skill_colossus -
43 - malepc_staff_skill_ensnare -
46 - malepc_staff_skill_spellfury -
37 - malepc_staff_skill_thunderclap -
26 - malepc_staff_skill_tosstrap -
26 - malepc_taunt - 0.33 ~ 9 Frames
21 - malepc_unarmed_attalpha - 1.20 ~ 17 Frames
17 - malepc_unarmed_attbeta - 1.20 ~ 14 Frames
21 - malepc_unarmed_attgamma - Unused
41 - malepc_unarmed_attidle - 4 frames more than female
25 - malepc_unarmed_attidle2idle - 2 frames less than female
21 - malepc_unarmed_attleft90 -
21 - malepc_unarmed_attright90 -
37 - malepc_unarmed_skill_buffself - 1.30 ~ 25 Frames, Also used for BuffOther
55 - malepc_unarmed_skill_callofthehunt - 1.80 ~ 37 Frames
46 - malepc_unarmed_skill_castprojectile - 0.70 ~ 61 Frames
91 - malepc_unarmed_skill_colossus -
43 - malepc_unarmed_skill_ensnare -
37 - malepc_unarmed_skill_thunderclap - 0.70 ~ 41 Frames
25 - malepc_unarmed_skill_tosstrap -

Atlantis

77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only)
16 - malepc_staff_skill_staffbeam - Atlantis, - 0.80 ~ 19 Frames
16 - malepc_staff_skill_staffbeam_onehit - Atlantis, - 0.80 ~ 19 Frames, Unused

Other

25 - Wraith_Staff_AttBeta - Used for CrossCut and Hew with Staff

77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only) - Initial Frame Count of the animation
77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only) - name of the animation
77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only) - Speed Modifier in the Character Animation Table record file
77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only) - Approximate speed in frames after modification
77 - malepc_spear_skill_speardance - 1.40 ~ 46 Frames, (Atlantis only) - Additional info
Animations that have empty field after their name have no speed modifiers (their speed equals 1.00)
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 31 August 2023, 15:26:29
I'm currently doing a "research" on Base Speed mechanics in TQ and frankly, they seem like a total mess.
Here are a few pics showing some of the issues with base speeds:

Issue 1 - when a %SpeedModifier is applied, everything looks OK in the tooltip
(https://i.imgur.com/HF1ymyj.png)

(https://i.imgur.com/10GpaNN.png)

However, if you change the same equal bonus to a BASE speed bonus, this is what happens:
(https://i.imgur.com/SVy9wbm.png)

(https://i.imgur.com/XOUcAn2.png)

Why is that? Well, it's defined in the player character file:
(https://i.imgur.com/iaRejCr.png)

You my ask why these values aren't equal. If they are made equal (say set all to 1.000000) everything will seem to show correctly in the tooltip, but that will be just an illusion. And here we come to the second problem:

Issue 2 - the default animation lengths of attack, run and casting are totally different.

Unarmed attack animations (on which depends the displayed attack speed in inventory - i'll get to that after)
(https://i.imgur.com/XE6TkCS.png)

(https://i.imgur.com/qbnt9nA.png)
In this case FPS is the speed of the animations (30 frames per second), 21 and 17 are their lengths.

Armed attack animations are all 25 frames in length (0.8 Seconds), for example bow:
(https://i.imgur.com/HHC03HX.png)

All player run animations are also 25 frames:
(https://i.imgur.com/ZFQ2oHQ.png)

And lastly, the default casting animation is 46 frames (second and a half long):
(https://i.imgur.com/KnICrsi.png)

(Continuing in the next post)
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 31 August 2023, 15:49:58
In this second post I want to explain more about Base Attack Speeds, as well as how weapon Base Attack Speed bonuses (e.g. Very Slow, Average, Fast, etc.) really work.
To test it, I did an experiment by equalizing unarmed attack speeds to weapon attack speeds (all set to 25 frames):
(https://i.imgur.com/oCQuaGd.png)

(https://i.imgur.com/xSUQuEt.png)

Then set all base speed values to 1.000000 in the male player file:
(https://i.imgur.com/PXU2Vfk.png)

then equalize the speeds of all unarmed weapon attacks and weapon attacks to 1.000000 in the male character animation table:
(https://i.imgur.com/Jqyv5O7.png)

(https://i.imgur.com/jV1R3zf.png)

IF Unarmed attack speed is 1.00000, and is made equal to all Weapon damage speeds, then the slowest bow (Very Slow with Base speed of 0.05) will actually ADD to your unarmed speed, so you get 105%. The fastest sword (Very Fast with Base speed of 0.50) will make you base speed 150%.

BUT if Unarmed attack speed is faster than other weapon speeds - for example it's set to 1.500000 in the character animation file, which is 50% faster, then when you equip the same bow your attack speed will be modified to 70%, and the fastest sword speed will display as equal to your unarmed speed - 100%.

So it all depends to the difference between Unarmed Speed compared to Weapon Speeds + the weapon base speed bonus added on top of that.  You can call Unarmed attack speed "the standard", around which all attack speeds shown in inventory revolve.

On the scale of TQ base speeds:
0.05-0.10 is Very Slow
0.15-0.20 is Slow
0.25-0.30 is Average
0.35-0.40 is Fast
0.45-0.50 is Very Fast
0.55-0.60 is Ultra Fast - Ultra fast is very rare, only 2-3 weapons in the game go above 0.50 and they are all tagged as Very Fast
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: soa on 31 August 2023, 20:26:41
I don't know if you're aware of this guide :
https://steamcommunity.com/sharedfiles/filedetails/?id=2382433615&searchtext=mechanic

In the attack speed section it says that armed attack speed is 0.75+ base weapon attack speed and if you're single handed you multiply the total by 0.85
Actually it may be 0.74 instead of 0.75 given what's in the dbrs.

And if you're unarmed it's 100% attack speed base.

To me it looks like unarmed is kinda high AS, and some weapons are faster, others slower.
If you calculate (0.74+x)*0.85 = 1 it gives x = 0.436 so weapons with 0.45 or more will be faster, at least on paper.

After that you get a distortion with the animation speeds in the dbrs, the frames in the .anm, etc.
But maybe it's not much of an issue as I'm not sure unarmed was even meant to be played.
Sure some builds can benefit from it's high speed and also very high cap (350% IIRC) but I'm not sure it was meant to be played by the devs.
Unlike Grim Dawn, you can't make a skill only usable by unarmed in TQ.
Title: Re: [Tutorial] Combining Animations with Animation Composer
Post by: nargil66 on 31 August 2023, 21:11:58
Hmm, that clarifies things to some degree. I've seen the guide before, but haven't payed much attention to it apparently.
In Grim Dawn the system is rather simpler - you have 2 hits per second, and all weapons decrease that rate, if you don't count the AS special bonuses.
Thanks @soa for posting this. I guess the current system is not worth changing, even if not perfect. It may become even more confusing otherwise.
What made me interested in this in the first place was a bug that display the weapon attack speed incorrectly when using combined normal + mounted animations.
I'm sure that the lengths and fps rates of the animations are the same, and still the bug displays... I guess i have to find a workaround solution.
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