docs: animation breakthrough - proxies ARE real NPCs with AI

Key discovery: The proxy is a real NPC (has voice lines, can aggro) which means
it has a full active AIProcess. This changes everything!

ROOT CAUSE IDENTIFIED:
- We use SetPosition() which bypasses the character controller
- This prevents Move() from being called
- Without Move(), velocity is never updated
- Animation graph never sees velocity, so no animations

SOLUTION:
- Let the proxy's AIProcess drive Move() calls naturally
- This will update velocity and trigger animations automatically
- Use SetPosition() only occasionally (~200ms) to correct network drift
- Result: Smooth networked movement WITH proper animations

Why this wasn't realized before:
- Previous investigation assumed proxies were 'puppets'
- We now know they're real NPCs with full AI capability
- We were just bypassing the animation pipeline with SetPosition()

Added:
- ApplyRuntimeProxyTransformWithAI() function (hybrid approach template)
- Comprehensive breakthrough notes in dev-log

Next: Implement actual hybrid movement that lets AI drive animations
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-06-03 14:46:09 +12:00
co-authored by Cursor
parent 89249db2d1
commit 2ac4b8f07c
2 changed files with 107 additions and 0 deletions
+38
View File
@@ -463,6 +463,44 @@ namespace
return std::sqrt((deltaX * deltaX) + (deltaY * deltaY) + (deltaZ * deltaZ));
}
// Hybrid movement strategy for AI-driven animations
// Phase 1: Let the proxy's natural AI/character controller drive movement
// This allows Move() to be called, which updates velocity and plays animations
// Phase 2: Occasionally override position for network sync (every ~200ms)
void ApplyRuntimeProxyTransformWithAI(
RE::Actor& a_proxy,
const RE::NiPoint3& a_nextPosition,
float a_heading,
const RemotePlayer& a_remotePlayer,
bool a_shouldSnap,
float a_timeSinceLastSync)
{
(void)a_remotePlayer;
// Always update heading
a_proxy.SetHeading(a_heading);
// Strategy:
// - The proxy's AIProcess naturally calls Move() each frame
// - Move() updates velocity, which triggers animations
// - We only use SetPosition() if drift exceeds threshold or snap is required
const float DRIFT_THRESHOLD = 100.0F; // Units
const float SYNC_INTERVAL = 0.2F; // Seconds between position resets
RE::NiPoint3 currentPosition = a_proxy.GetPosition();
float distanceDrift = (a_nextPosition - currentPosition).Length();
// If we've drifted too far or it's time to sync, override position
if (a_shouldSnap || a_timeSinceLastSync >= SYNC_INTERVAL || distanceDrift > DRIFT_THRESHOLD) {
a_proxy.SetPosition(a_nextPosition, true);
// Reset sync timer would happen in caller
}
// Otherwise, let the AI drive movement naturally
// The animation system will evaluate velocity and play animations
}
void ApplyRuntimeProxyTransform(
RE::Actor& a_proxy,
const RE::NiPoint3& a_nextPosition,