Project

General

Profile

Bug #4327

Missing animations during spell/weapon stance switching

Added by Andrei Kortunov 3 months ago. Updated 1 day ago.

Status:
Resolved
Priority:
Normal
Category:
Animation
Target version:
Start date:
02/25/2018
% Done:

100%

Reproducibility:
Always
Operating system:
Other
Severity:
Normal

Description

Vanilla game:
1. Switch to spell (R button):
1.1 Actor holsters his weapon (weapon unequip animation)
1.2. Actor prepares casting stance (spellcast equip animation)
2. Switch to weapon (F button):
2.1 Actor releases his casting stance (spellcast unequip animation)
2.2. Actor draws his weapon (weapon equip animation)

OpenMW:
1. Switch to spell (R button): actor prepares casting stance (spellcast equip animation)
2. Switch to weapon (F button): actor draws his weapon (weapon equip animation)

Obviously in OpenMW stance change is a much faster and missing animations.
Also this behaviour conflicts with upcoming weapon sheathing feature.

History

#1 Updated by Andrei Kortunov 3 months ago

  • Description updated (diff)

#2 Updated by Andrei Kortunov 3 months ago

I suppose this bug is from CharacterController::updateWeaponState(), but this function is a quite bulk (~500 lines). It's quite hard to understand how it works.

#3 Updated by Andrei Kortunov 3 months ago

Related code is here.
For now we play unequip animation only if the weaptype == WeapType_None, in other cases we play equipping animation.
But the weapon->spell transistion really should be the weapon->nothing->spell transition.

#4 Updated by Andrei Kortunov 3 months ago

  • Status changed from New to Resolved
  • Assignee set to Andrei Kortunov
  • Target version set to openmw-0.44
  • % Done changed from 0 to 100
  • Operating system changed from Linux to Other

#5 Updated by bret curtis 1 day ago

Is there a PR for this?

Also available in: Atom PDF