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Idle Animation Loop (Fixed)


kxdace

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Posted

So I am trying to create custom idle markers that play SL related animations when a NPC walks over then. I want it to behave the same way as let's say CrossedArmsIdleMarker. The NPC uses the idle, finishes the animation then moves on.

So I start by going to gameplay -> Animations.

I create a new animation under LOOSE call it 0AP_FSoloA1_S1 and link it to the Anim Event AP_FemaleSolo_A1_S1.

I check nothing and put no data for Looping seconds ir replay delay and there are no conditions set.

I then create a custom Idle marker and add the new animation instance under Idle Info and place it in game.

The NPC move to the animation, it starts but they will not stop it. Even if you change rooms they will be stuck in that idle \ animation.

Is the loop timer \ exit cmd set somewhere else like maybe the mesh \ .hkx file itself?AnimSetting.jpg.fb3e207bad6cdb7358d55471b85e6bc2.jpg

What am I missing?

  • 2 weeks later...
Posted

I believe that sex animations are not set in FNIS to end as SexLab handles when they start and end, this was an issue with bound idles that kept them from ending in scenes (was an issue with ZAP v7.10 and early versions of v8). I would suggest trying to set the timer to a specific length and then have a second standard idle play that will end on its own. The only other option is to use a script to set a timer when an npc activates the idle marker and have it forcibly end the idle when it is done by resetting their idle animation.

Posted

Thank you for your followup Veladarius. I have two question regarding your proposed solutions.

 

Solution 1

 

Is this what you meant by second standard idle following the custom (see attachment)

 

 

 

 

 

Solution 2

What would the code for that script look like?

 

I tried the following to the idle maker and the NPC is still stuck in the loop.

 

Scriptname wrScriptIdleMarkerTestCode extends ObjectReference  

Event OnActivate(ObjectReference akActionRef)

    Utility.Wait(10)    
    Debug.SendAnimationEvent(akActionRef, "IdleForceDefaultState")

EndEvent

 

I can this to work if I make a trigger and stick it on the idle but that doesn't seem ideal as every NPC that walks over the idle will be affected (using it or not) Not the biggest deal in the world but that's potentially a lot of scripts floating around.

 

 

 

 

Idle.jpg

Posted

Solution 1 - Yes, that is correct. So long as the second idle is either a standard Skyrim idle or an idle from ZAP that is meant to be used as an idle should work.

 

Solution 2 - The script would need added to the object when selected in the render window, should be an option to add or adjust scripts there so you don't have to use a trigger with it.

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