Mods / Thunderlord re-animated

Tags:
Cosmetics Creatures Content-Mod
Author:
Silly_Kobold
Side:
Client
Created:
Jul 8th at 1:31 AM
Last modified:
Jul 8th at 1:38 AM
Downloads:
508
Recommended download (for Vintage Story 1.18.0-pre.0 - 1.22.3):
kbthunderlordanim.zip  1-click install

I was curious to see if animations could be authored outside of VSMC and then brought back into the game. Turns out they can, provided you bring your own rig and animation exporter and a unhealthy dose of rotation matrix shenanigans. Actually, those last ones come free of charge. Thunderlord's default walk animation also bugged me for being too foot-slidey, so here we are. It's not perfect and could use more polishing but I'm happy for how it turned out for just a fun week-end project.

Link to higher-res preview

 

Partial compatibility with Salty & Proto's Temporal Symphony, because why not make two animations while I was at it.

Partial because the mod introduces ground quakes which are synced to the original walking animation step timings. The new walk animation has completely different timings and number of steps, the roaring one is actually just fine. My guess is that fixing this would require a code change which would be out of the scope of this mod.

 

For this one I tried to keep the feel of the original animation while adding some flair to it. I am not sure whether its rods are that flexible or not, but rule of cool applies in this case :) Same reason why while walking it also looks towards the player temporarily before looking forward again. Hopefully it never decides to start walking clockwise!

 

Should be compatible with any game version since Thunderlord was added, at least the base walking animation. 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.0 kbthunderlordanim
1.18.0-pre.0 - 1.22.3
508 Jul 8th at 1:38 AM kbthunderlordanim.zip 1-click install

initial release


7 Comments (oldest first | newest first) (threaded | flat)

SoupInCat, Jul 9th at 12:44 PM

Awesome work, the build up and tremble on the spike appendages is *chefs kiss* ! I knew it was maya when I saw that viewport. I salute you! 

GOODYOB, Jul 8th at 7:15 PM

Oh god, that looks GOOD

SaltyWater, Jul 8th at 1:27 PM (modified Jul 8th at 1:31 PM)

Jesus christ this is so awesome! The roar gif gave me chills
Please send me the step frames for your walking animation and I'll make a patch for Temporal Symphony to sync the footstep shake!

 

Also, what's the software used for the animation?

Silly_Kobold , Jul 8th at 2:32 PM
@SaltyWater: Jesus christ this is so awesome! The roar gif gave me chillsPlease send me the step frames for your walking animation and I'll make a patch for Temporal Symphony to sync the footstep shake! Also, what's the software used for the animation?

Heyy, thanks! 

So, the original animation is 180 frames long, I kept the same exact length and animated three footsteps, at frames 30, 90, 150. However, upon first loading the animation in, it was very slow. My guess is that the devs slowed the animation playback down via code to try to sell its height and weight better. By completely eyeballing it based on how much foot sliding there was, I gathered that the factor by which they slowed down the animation was about 0.3x. Instead of doing a code change, I looped the animation to 540 frames then squeezed it down to 180 before exporting it, adding the head turn around the middle.

 

All of this to say that because of this, the number of footsteps grew from 3 to 9, happening in the same amount of time, at these animation frames:

11 31 51 71 91 111 131 151 171

which translates to roughly one every 3-3.5 seconds in-game as opposed to one every ~10, so that's a lot of ground shaking. It might be fine or it might be a bit much, up to you how you want to potentially deal with this

 

It was rigged and animated in Maya

SaltyWater, Jul 8th at 3:09 PM
@Silly_Kobold: Heyy, thanks! So, the original animation is 180 frames long, I kept the same exact length and animated three footsteps, at frames 30, 90, 150. However, upon first loading the animation in, it was very slow. My guess is that the devs slowed the animation p

You're actually correct, thunderlord is just a shape render in world pos, the class that renders it hardcodes the metadata animationspeed value to 0.1f (being 1 the default speed), so that's more like 10x slower animation speed haha that's why your custom animation was so slow. but your 3x slower observation isn't wrong! that's actually the orbit player pos speed set to 0.33 (completely separate from animations speed). Scary how much information you gathered by just eyeballing lol

 

Anyways thanks! I'll use those step keyframes in temporal symhony! I'll think a little about the best way to implement this in the mod.

GLaDOS_cz, Jul 8th at 12:03 PM

Great work

MEHFOOD, Jul 8th at 2:06 AM

looks sick. can't wait to see it in the next storm