Using these in Skill Creator
- Paste the
motionData = {0, bank, id}line (Copy) into a sequence node: layer 0 is the whole body. AddnextFrame(when the next node starts) and, if you like, a start frame and blend:{0, bank, id, startFrame, blend}. - Frames are the clip's own, 60 a second at speed 1. A node's
speedscales time, not frames: a hit on frame 53 lands on frame 53 at any speed, at 53 / 60 / speed seconds (measured with SkillCreatorTests). A shell from the skill's ownshelllands ~0.07 s after it is cast. - Hit = the frames the game's own collider request is on (the clip's ColliderReqTracks; the set id
follows). HitTiming = the game's single-frame hit marker. Shell = the projectile the clip's own
track requests. Act again = the first frame the game lets the Arisen use a skill, attack, dodge or move
(a good
nextFrame). Super armor / stagger × = the clip's own reaction settings. All from the game's .motlist files; whether a track fires when the clip is played throughmotionDatarather than its action is not tested (the Fighter heavy attack's measured hit, frame 51.6–55, sits in its listed window 51–57). - Root motion: the travel measured when the clip played on the Arisen (start to end, and the farthest point; forward = the way the Arisen faced). A clip that moves carries the Arisen with it.
- Cut short: when the clip was swapped in, the game replaced it before its last frame (with the clip
named): give the node a
nextFramebefore that frame, or play the action withnodeName. - Playhead: the yellow line and the frame number show the clip frame on screen. Frame 0 was found in each video by matching its movement against the clip's own bone movement (the recording's clock ran ~0.6 s behind the video, and right before each clip the Arisen is still finishing the weapon draw, so the first movement isn't frame 0). A dashed line = that clip couldn't be placed on its own (short, little movement or a doubtful match) and uses its vocation's usual offset instead: expect it to be off by a few frames. The first ~12 frames blend in from the pose before.
- Length at 1x is frames / 60. Some clips carry their own speed curve; it applied in some recordings and not others, so the measured length (the recording, at 1x) is shown when it differs.
- Each clip was recorded as its bank's vocation with that vocation's weapon drawn. Custom skills don't work on pawns (Arisen only), and Skill Creator renumbers skill ids when another Skill Creator mod is added.
no clip selected
Speed
hit windowHitTimingshellskill againsuper armor (top)less stagger (bottom)