Custom animations short tutorial

⭐ — (8 endorsements) 📥 191 downloads 📌 v1 📅 11/9/2019
⚪ Last updated 2023

By dr drummie · Animation

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/19/2023 📅 Created: 11/9/2019

🔍 Analysis

  • 🏆 #3 of 8 Animation mods in this game by downloads

📋 About This Mod

This is short text tutorial for adding custom animations into the game. I have tested it only with vanilla game.

Disclaimer: It was long ago when I was working with toolset, so most of this stuff have vanished from my mind. This is originally posted on youtube in discussions for attached video and I'm posting it here so anyone interested can try to create his own custom anims (don't have blog or similar).. This procedure was used when "Bully" (mod where you slap npcs) was created.. I guess you can download Bully to see source gda files..

To be honest, I have experimented a lot, only clue was one post found on fextralife where they said that you need to add animation stream as node into animation editor, so the procedure goes something like this:

- lets assume you want to add some dancing animation like "mjthriller"

- place animation into core override and load toolset

- I presume you already have animation composer project files, so you need to open for humanoid - "humanoid.acb"

- you need to add new animation stream to blend node named "humanoid" (the biggest one)

- set animation stream parameters like animation (load mjthriller there), looping (false) and node name which can be anything but without spaces (my is "yad_dance_1") - THIS will be the name of your animation in override GDA file!

- connect new animation stream to blend node "humanoid" ("out" to "in")

- save and export, it will post to local to your mod core override/toolsetexport

- since humanoid.acb have more animation blend groups you need to remove unneeded anb files from core/override/toolset export (like humanoid_combat.anb and similar if you have not edit them also)

- create your ANIM_your_mod.gda override and add inside a line for new animation

- BEWARE about ID! My range is around 6900 cause I have like 10 added animations and plan to add more (when and if oh my!)

- for this specific animation my override looks like:

- ID - 6906,

- name - yad_dance_1,

- strref - 0,

- type - 1000 (1000 is for casting anim type but it can be like 4 or 2, check on wiki about the fields in this gda file),

- animName - yad_dance_1 (THIS will be the name from your humanoid.anb file!),

- transitionTo - 1 (this is for next anim to play!),

- disableLookAt - 1 (this is to prevent char to look around and play head movements from animation itself),

- replacement - 0 (it can be any other working anim, it is which anim to play if this one can't be played or not found),

- rest of columns is 0 more or less but it depends on the anim

- open animation event editor, search for and find your animation there - it should be named "mjthriller" and you can add events to the animation like footsteps and movement sounds, hit sounds, animation events like spell impact for scripting etc.. check other animations to see the concept

📊 Mod Details

Game
Dragonage Mods
Author
dr drummie
Version
1
Downloads
191
Endorsements
8
Category
Animation
Created
11/9/2019
Updated
6/19/2023

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