Automatic offset timing for animations
An attachment and more or less verbatim account between Greatness7 and Akortunov follows, since it describes the particulars of this feature request better than I could:
G7: Here is animations that show the bug. It has replacements for swimrun forward/back/left/right. If you move about each of them it often will bug out the character orientation.
A: Your animations are malformed - all animations use the same timing, so they conflict with each other. From what I can tell, they are designed to be used with AnimKit, which is supposed to change their timings.
G7: Ew, you have to manually offset the times for each anim?
A: So far yes, since no one suggested a way to do it automatically.
G7: IMO it is really bad to require that. You can't know how long every animation is in the entire base_anim sequence, since they could be from different sources and different lengths. You should just add some ~1-2second gap between each animation and concat them all.
A: OpenMW itself does not know in which order animations should be aligned.
G7: Since all animation triggers just jump to
GroupID: Start or whatever, I'm not sure which order they are in actually matters. So long as there is a big enough gap between two animations so that interpolation curves between them and the
PreviousID: Stop has had time to flatten out.
A: In theory, your KF-file can contain several animation groups or even a part of single animation group, so your assumptions are not really reliable.
G7: Several anim groups would be fine, but partial groups not so much. I think it would be better to just error in that case. Because requiring artists to offset times by unknown amounts seems very unstable.