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NxLabs / Vintage Story

Kemono Combat Overhaul Support

GBy gestaltproot

Combat Overhaul support and fixes missing animations

Kemono Combat Overhaul Support

Description

<p>Model/Animation fixes for the <span style="color: #000000; background-color: #f1c40f;"><strong>0.1.17</strong></span> version of <a href="https://mods.vintagestory.at/kemono">Kemono</a>:</p> <p>&nbsp;</p> <p>Kemono v0.1.18 may work, I did a quick look over the source code changes and I believe my patches can survive the changes made, but I have not tested it in game.</p> <h2>Kemono Model Changes</h2> <ul> <li>Uses vanilla animations for the upper body (except head)</li> <li>Enables the use of Combat Overhaul</li> <li>Adds missing fishing rod animation</li> <li>Adds missing snow shovel animation</li> <li>Adds missing worm grunter animation</li> </ul> <h2>Horse Model Changes</h2> <p>If you run into issues on the latest version of the mod, use <a href="https://mods.vintagestory.at/download/100569/kemonoanimpatch_v1.1.1.zip">Version 1.1.1</a> (<a href="denied:vintagestorymodinstall://kemonoanimpatch@1.1.1">1-click install</a>)</p> <ul> <li>Adds missing fishing rod animation</li> <li>Adds missing snow shovel animation</li> <li>Adds missing worm grunter animation</li> <li>Sorry, quadrapeds don't get combat overhaul support (if combat overhaul is installed alongside this mod, it will work for the kemono model but not horses)</li> </ul> <p>&nbsp;</p> <h2>Future Plans</h2> <ul> <li>Investigate support for Salty's movement</li> </ul> <h2><span style="color: #3598db;">Please contribute!</span></h2> <p>There's still plenty of issues with the kemono mod that could be fixed, I'd very much appreciate some help solving them</p> <p>And for any animation fine tuning I would really appreciate any help people can offer: <a href="https://github.com/gestaltproot/kemonoanimpatch" target="_blank" rel="noopener">GitHub</a></p> <p>&nbsp;</p> <p>Also, here's a little bit of an explanation for why combat overhaul doesn't work by default and why its so difficult to get it working correctly</p> <div class="spoiler"> <div class="spoiler-toggle">Why kemono doesn't work with Combat Overhaul by default</div> <div class="spoiler-text"> <p>kemono is an awesome mod and i really really love the designs and customizability, but it has some techical/data isses which it seems xeth ignores or isn't fully aware of</p> <h3>Wrong Bone Names</h3> <p>This is the big one that prevents the Combat Overhaul animations from playing in the first place. All the bones have the wrong names. xeth did make the skeleton have some bones which do have the correct names, which is why <em>some</em> animations from other mods work correctly.</p> <p>For example, LowerTorso (vanilla) is renamed to b_TorsoLower. The blend files that xeth uses name the bones as TorsoLower, which brought the mystery of why "b_" was present at all. Turns out its an undocumented (or very pooly documented) behavior of the blender plugin that xeth uses. I tested the plugin with that behavior removed and it worked exactly the same, which of course leaves the actual bone names but thats trivial to fix within blender.</p> <h3>Screwed Up Rotations</h3> <p>If you've ever tried to get CO and kemono working together (like i have) you quickly find out that just changing the bone names causes a bunch of animations to break in really unintuitive ways. There's likely more at play here but the biggest problem is this:</p> <p>The b_TorsoLower bone has a rest rotation of 91.13 degrees. Which is vastly, vastly higher than the rest rotation of the seraph skeleton. Because this bone is the parent of all the others, this makes all the rotation of its child bones essentially in a different space than the vanilla animations, thus requiring the transform I mentioned using at the top of the mod description.</p> <p>&nbsp;</p> <p>I have actually messed with the data in the kemono mod enough to get it to work with combat overhaul, there's still jank of course but the whole thing is built wrong because its the first vintage story modding project i did. Anyway to add on to all of that I completely forgot what I did to the data and lost the scripts I used to do it, so I wasn't able to keep doing this for later versions of kemono. I'll probably figure it out at some point but this type of rotation math is wayyyy beyond me.</p> <p><strong>Update:</strong> I just used my old data in this mod and it seems to work correct enough, oddly enough the arms aren't visible in first person and I can't figure out why. I still don't know exactly what I did to make the data work so well, but it has to do with merging vanilla animation keyframes and kemono animation keyframes together.</p> <p>I tried for many hours and wasn't able to replicate what I did in my past testing, I assume the kemono model data has changed enough since I did my original testing that the same processes no longer work.</p></div></div>

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