LoopGroup stalls animation after playing :Stop frame until another animation is played
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Describe the issue as detailed as you can. Below is a list of questions that should be answered in the description (if they apply).
-** Is the problem OpenMW specific or does it also happen in vanilla Morrowind?** PlayGroup and LoopGroup are still kind of jank in mw.exe depending on the circumstances, but for my use LoopGroup freezes the actor's animations only in openmw
- What is your operating system? Windows 10
- What version of OpenMW are you using? If you used a bleeding edge build, state the exact revision used. 699c1db1
- What version of Morrowind are you using (i.e. retail CD or Steam)? What addons (Tribunal, Bloodmoon) do you have installed? What language is your Morrowind install? CD install with both official expansions, English
- Do you use any mods? If so, does the problem also occur in a clean vanilla install without any mods? It still occurs on an unmodded install
- What are the exact steps to reproduce the problem? I'm attempting to make an idle animation that equips the weapon from the actor's inventory for TR and the only way to do it with mwscript is to force StartCombat for a few frames and swap to another animation. As unorthodox and hacky as it is, the mwscript does work in mw.exe. LoopGroup does still stall animation otherwise in OpenMW outside of this context.
- What did you expect to happen? What happened instead? In mw.exe the actor continues playing its idle animations after the loop has finished without any extra intervention. A workaround I found in mwscript was to use PlayGroup to run the default idle animation after a timer condition has been met. It technically works in openMW, although it causes mw.exe to not play the end of the loop.
- Are there any error messages in your openmw.log
file?
nothing related to this or animations in general
- Where is the in-game location this problem can be observed? Avoid vague statements such as "west of town X". Instead, open the console (`
key by default, the key above Tab), click on the problematic object, then use the betacomment (bc
) instruction to get useful information about the object that you can copy and paste into the bugreport:
it can be observed on any npc or biped derived actor, I'm not sure if it occurs on uniquely animated creatures. I'll include an esp with some wip files for the seducer. I have a test location in the esp called "a_weapon_test" that has the seducer in it to play LoopGroup with my janky workaround.