A great deal of progress was done! First some notes on the custom animation system.
The animation import system now supports root translation deltas which means that animations that move the character's root, will translate as a single fluid motion. Before in the older viva versions, the character's movement cycles were animated in place. Like so:

The problem with this old method is that I didn't know how much distance the character is moving. This has been solved with support for translation delta animations. Example is this placeholder dummy animation:

Now I know exactly how much the character is truly supposed to move and I can apply it to the game's ragdoll for more accurate and realistic movement distances. In action:

This brings me to the next part of this devpost, the logic. As I said in a previous devpost, I am hooking up and creating basic test behaviors to get the mod support up on its feet. The gif above is a modded behavior that tells the character to follow my ball around. Once again this is model agnostic with the new pipeline and works with a variety of entirely different characters; lolis, adults, dragons?

I am aiming for the first beta pre-release v0.9a in about 2 ish weeks. This will allow for me to get some feedback on the mod support tools.
Now I am working on adding back the headpat behaviors and brainstorming a way to bring in all the old shinobu animations into this version (over 350 animations!). I also may need to optimize loading of animations if there are going to be this many animations.
Stay tuned!
Scotty
2021-01-21 13:56:32 +0000 UTCMiko
2021-01-21 11:38:59 +0000 UTC