FreeHK and IndependentTW Good Practices - Ezekial711/MonsterHunterWorldModding GitHub Wiki

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LMT Good Practices

Reference Frame

Ensure every track has a keyframe at time 0 as an interpolation reference frame. Ensure every track has a frame at time 1 since all MHW animations must have their real frame at time 1.

Basis Frame

Ensure the root transform has one frame past the action's frame count to be used as the basis frame.

LMT Synchronicity

Ensure that all transforms match in their frame timings. This is doable by using "Insert Keyframe" and avoiding "Insert Single Keyframe" when animating geometry properties (Scale, Rotation, Location).

LMT Full Channels

Ensure all transforms are made up of as many tracks as they are meant to (Quaternion rotation of 4 tracks and Scale, Rotation and Euler of 3 tracks). Similar to above, use "Insert Keyframe" instead of "Insert Single Keyframe". Avoid manually manipulating keyframe timing values. Otherwise use the "Synchronize Keyframes" button.

Explicit Encoding Types

When possible explicitly set a transforms encoding. Either maximize it, or evaluate if the loss of precision causes issues by exporting and reimporting the individual action.

Bone Function Setting

Try, when possible, to "Update Bone Functions" to ensure the animation visuals match the underlying metadata. This is particularly important if you aren't editing a prexisitng in-game actions.

Missing Bone Function Preservation

Avoid deleting tracks which don't have a bone in your skeleton, even if they might look irrelevant sometimes animations are used for multiple models. For example monster animations are used both on the main body but also on the severed tail, the missing bone functions on the main skeleton are the ones on the model of the severed tail.

TIML Good Practices

Self Reference Avoidance

On TIML Graphs avoid linking a TIML Action to multiple TIML Data nodes. While the format DOES allow it, it might cause weird isssues and isn't present in base game files.