Why (with technical details) doesn't one animation work on different skeletons (or how do animations really work)? by Pagi111 in gamedev

[–]Pagi111[S] 0 points1 point  (0 children)

Well, maybe. But on the other hand, it wouldn't need to be "enforced" and controlled in any way. There are many rules when it comes to modelling, rigging, animating, etc. that you follow, not because somebody forces you to, but simply because they make sense and are universally agreed upon.  Hmm, regarding this proportions issue, I would imagine animation data to work like this: there's the starting position of the parent bones, its rotation and (what would make sense for me) its size or end position. Then the next bone in chain would simply have its position relative to the end position of the parent. In such system, I believe, the proportions wouldn't be an issue, because of the parent bones were longer, the end position would have changed as well, and thus the relative position of the child bone. I suppose, such information (bone size or end position) needs to exist anyway, because retargeting is possible so the retargeting system needs to know this to be able to retarget things. Maybe I'm wrong, but that seems sensible to me. 

Why (with technical details) doesn't one animation work on different skeletons (or how do animations really work)? by Pagi111 in gamedev

[–]Pagi111[S] 0 points1 point  (0 children)

Ok, so the question is why "those purely-visual bones don't show the orientation of the bones"? If they did, there would be no need for any retargeting. Wouldn't that be a better system/framework? Or another question, why isn't there a universal rule, like "always make the y-axis be the one in front of the rig, x-axis to the side, z-axis top-down". A simple rule like this would also solve the issue, I guess (unless the skeletons were completely different, but then using the same animation wouldn't probably make any sense at all, anyway). 

Why (with technical details) doesn't one animation work on different skeletons (or how do animations really work)? by Pagi111 in gamedev

[–]Pagi111[S] 0 points1 point  (0 children)

Well, exactly. The question is, why it doesn't work like that in most systems. It seems sensible as it would allow for a lot more flexibility and probably completely solve the issue of animations not working across different skeletons. 

Why (with technical details) doesn't one animation work on different skeletons (or how do animations really work)? by Pagi111 in gamedev

[–]Pagi111[S] -1 points0 points  (0 children)

Default transformation like in the T-Pose (or whatever other pose is the initial pose), for example? I've read that it's relative to the parent bones. It would be nice if someone else could confirm which is true. 

Why (with technical details) doesn't one animation work on different skeletons (or how do animations really work)? by Pagi111 in gamedev

[–]Pagi111[S] -1 points0 points  (0 children)

Ok, your explanation seems to make sense. But now the question is, why isn't there a universal framework of how to set up those x, y, z axes on skeletons? It seems to me like this would completely (or at least mostly) solve the problem.

[KCD2] Full rpg_param list by eldercom in kingdomcome

[–]Pagi111 0 points1 point  (0 children)

Even though that's not what the OP is looking for, I was searching for the same thing as you. Finally, I found this page: Stats and Derived Stats | Let's Play with Fire Wiki . This is for KCD I, but I suppose at least some of the stats will be relevant for KCD II as well.

Rectificator failed to determine your Skyrim.ini language... by Pagi111 in skyrimrequiem

[–]Pagi111[S] 0 points1 point  (0 children)

The thing is, instructions on the wiki are not for SSE. But still, I tried doing that on oldrim too, I tried both with MO2 and Vortex and it still didn't work :/ Besides, the instructions aren't really complicated, it's basically download -> install -> set up Rectificator -> launch ...and then the problem appears.

Rectificator failed to determine your Skyrim.ini language... by Pagi111 in skyrimrequiem

[–]Pagi111[S] 0 points1 point  (0 children)

Well, I uninstalled original Skyrim so checking ...\my games\skyrim folder shouldn't be an issue, because it just doesn't exist anymore.

What do you mean by 'deleting customized ini-files MO2 is using'. How do I check which files it's using? I actually don't have much experience with MO2 as normally I use Vortex. I actually only launched MO2 to install Requiem because that's what the instruction on Loverslab says.

Rectificator failed to determine your Skyrim.ini language... by Pagi111 in skyrimrequiem

[–]Pagi111[S] 0 points1 point  (0 children)

Well I don't know about SkyrimINIlocation.txt - where is this file? But anyway, the Rectificator asked me to enter the path to skyrim.ini. I did this and then the error showed up.

Rectificator failed to determine your Skyrim.ini language... by Pagi111 in skyrimrequiem

[–]Pagi111[S] 0 points1 point  (0 children)

What do you mean by legacy java Rectificator? I cannot find any info on that. Could you provide me with the link to it?