I can not figure out the cause of this problem:

That guitar is one of the "Lisa's Holdables" from Project Q. And I can not figure out why its rotation is so off as no other items have this problem.
Ideas? Anyone? Help!
I can not figure out the cause of this problem:

That guitar is one of the "Lisa's Holdables" from Project Q. And I can not figure out why its rotation is so off as no other items have this problem.
Ideas? Anyone? Help!
I'll look at the model.
Is it the violin or the guitar that has the different stance?
I haven't used the guitar myself but I remember one of them actually has two different models, due to the difference in animation between the genders
So you guy's think it is the model? Couldn't there be something else causing this?
[edit]
Ah... yes. It looks like a male/female model thing. At first I thought Q was fine but my custom HAKs were messing this up. Then I went into Q only and started testing and found that the behavior was identical as in my module.

What is really stumping me was that when I was playing with musical instruments before - a couple years ago - I do not recall this problem.
I looked in Lisa's original pack and there are not alternate versions for each gender of the guitar, lute, tamborine etc....
I am thinking that something happened when "we" fixed a_ba and a_ba_non_combat.
Make any sense to anyone?
only one that had alternate versions was the violins, as there was a violin and a bow.
<putting his own...>
One of the modifications was to remove dummy rotations, iirc.
Might double check that they are/aren't removed on the offending supers?
<...spin on things>
It prob. the node on the hand of the male, got rotated wrong or was animated before and you removed it maybe.
I just noticed this for quarterstaffs. It's definitely from Q.
I was just testing this on Quarterstaffs and can not reproduce this bug for them. But perhaps I can see the rotation on them....
Can you post a screenshot of your problem?
Meanwhile all of the lisa stuff is messed up for male characters but not for females.
Quarterstaffs are ok - so if you have issues with those its not from Q. I am checking the guitar model now.
<cutting the...>
Loading the item into inventory while in the toolset shows the default anim has the guitars at identical angles

The problem was that Lisa developed her instruments for the old Bioware a_ba with all the extraneous node twists that later screwed up combat anims.
the Q a_fa supermodel:

the Q a_ba supermodel:

When Q removed the node twists from the a_ba supermodel, it removed *all* the node twists, and there was one it should have left... plpause (polearm pause anim). this twist puts the polearm over the shoulder.

So, I restored the twist to the a_ba super model, which aligns the Lisa holdables back where they were:

Note, however, that the twist is still wrong. :-P The polearms are twisted 90 degrees and look silly in combat.
(Edit: also note, the *female* stance is the original one... untouched, so this is an existing issue)
The original a_ba and a_fa twists will need to be restored (for polearms!) to fix that, and all of Lisa's holdables that use the polearm anims need to be rotated to the correct angles... a two-fold problem with two fixes required.
<...chord>
Rolo, would you mind handling this, since you are much further along than I am and have already identified the problem?
Nevermind, found a fairly easy way to fix this myself.
<stares...>
What!? <he said 'would you mind...'>
You mean *work*?! <he's allergic>
Highly. I can feel the hives already... <told you not to hang out with that orcish 'maiden'>
... <*smirk*>
But... <go on. you have it all set up>
But I... <yes?>
*shoulders slump in defeat*
Sure! *bright cheery grin*
Love to! <uh-oh... he's sidling for the exit!>
Rat! <raven!>
I calls them like I sees them. <i see snails in your next brandy, old man>
... <get him! he's bolting!>
(Yeah, I'll do this, Paul)
<...aghast>
I owe you big time!
EDIT: Easier fix than Rolo and I thought. I've restored the animation supers to their pre-1.8 state - when the dummy rotation keys were removed. The only dummy node left without anim keys is the impact node - resolves the issue with vfx turning sideways. I will upload this fix after some more testing. Hopefully we won't need to fix the rotation on the polearms - testing will tell.
This little nightmare is now over. Lisa's Holdables functionality has been restored and polearms now rotate correctly in melee. Note that when the polearm is shouldered the blade points out to the side away from the head; however, in combat they rotate to strike correctly.
The fixed models have been uploaded to the Updater Server.
What about torches? That anim along with custom 1 and 2 (climbing and jumping from failed bard) also rotated VFX.
What about torches? That anim along with custom 1 and 2 (climbing and jumping from failed bard) also rotated VFX.
Misread your post - let's try this again...
If the vfx rotation was caused by the impact node, then the deletion of anim keys from that node across ALL anims should have taken care of those issues too.
I've been playing with the fix that Rolo uploaded and am very happy with the results so far. Thank you all very much and I look forward to seeing this make a roll out of Q.