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
+69
View File
@@ -3309,6 +3309,8 @@ Instead of external SetPosition control:
### Next Steps ### Next Steps
### Next Steps
- [ ] Add diagnostic logging to inspect proxy AIProcess state - [ ] Add diagnostic logging to inspect proxy AIProcess state
- [ ] Check what packages proxies currently have assigned - [ ] Check what packages proxies currently have assigned
- [ ] Implement safe package assignment (follow, patrol, or go-to) - [ ] Implement safe package assignment (follow, patrol, or go-to)
@@ -3316,4 +3318,71 @@ Instead of external SetPosition control:
- [ ] Handle edge cases (pathfinding failures, network lag) - [ ] Handle edge cases (pathfinding failures, network lag)
- [ ] Hybrid approach: AI movement + occasional SetPosition override - [ ] Hybrid approach: AI movement + occasional SetPosition override
---
## 2026-06-03: BREAKTHROUGH - Proxies ARE Real NPCs with AI (SOLUTION PATH CLEAR)
### Critical Discovery
**The proxy NPC is a REAL NPC with full AI capabilities:**
- It has voice lines for player dialogue
- It gets aggro when attacked (before AI suppression)
- It's created via PlaceAtMe, which gives it a full AIProcess
- This means animations are DEFINITELY possible!
### Why Animations Aren't Playing (ROOT CAUSE IDENTIFIED)
We use `SetPosition()` to move proxies, which:
- ✅ Moves the actor visually
- ❌ **Bypasses the character controller entirely**
- ❌ **Prevents the game from calling Move()**
- ❌ **Means velocity is never updated**
- ❌ **Animation graph never sees movement velocity**
**The solution:** Let the AI system drive `Move()` calls naturally!
### The Real Solution (NOT YET IMPLEMENTED)
**Current approach (no animations):**
```
SetPosition() → Visual movement only, no velocity → No animations
```
**New approach (should have animations):**
```
AI calls Move() → Updates velocity → Animation graph sees velocity → Animations play!
```
### Implementation Strategy
1. **Stop using SetPosition() as primary movement**
2. **Let the proxy's AIProcess call Move() naturally** each frame
3. **The animation system will automatically evaluate and play animations**
4. **Use SetPosition() only occasionally** (~every 200ms) to correct network drift
5. **Result:** Smooth networked movement WITH proper animations
### What Makes This Viable
- ✅ Proxies are real NPCs with active AIProcess
- ✅ AIProcess naturally calls Move() each frame (game loop integration)
- ✅ Move() updates character controller velocity
- ✅ Animation graph evaluates velocity and plays animations
- ✅ We can override position periodically to stay in network sync
- ✅ The proxy's original AI behaviors (dialogue, combat) already disabled
### Next Implementation Phase
1. Create wrapper that calls `Move()` with calculated deltas
2. Let game loop handle animation updates
3. Override position occasionally for sync
4. Test and tune drift thresholds
### Why This Wasn't Tried Before
Previous investigation assumed proxies were "puppets" without real AI. We now know:
- They're real NPCs
- They have real AIProcess instances
- They're capable of full animations
- We just weren't letting the AI system run (SetPosition bypass)
``` ```
+38
View File
@@ -463,6 +463,44 @@ namespace
return std::sqrt((deltaX * deltaX) + (deltaY * deltaY) + (deltaZ * deltaZ)); 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( void ApplyRuntimeProxyTransform(
RE::Actor& a_proxy, RE::Actor& a_proxy,
const RE::NiPoint3& a_nextPosition, const RE::NiPoint3& a_nextPosition,