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Furniture animation flavors - how to?


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Posted

I am trying to replicate the functionality from @Oakern's brilliant CRX mod regarding furniture animation flavors

 

Meaning, more specifically: for each of his cross furnitures, he has set up a number of animation variants ("flavors") which cycle randomly.

 

I'd like to replicate this with @Gray User's hanging animations playing on a noose furniture.

 

Problem is, I've got no idea where to begin with. So, any insight would help

 

TY

 

cc: @Flashy (JoeR)

 

 

Posted

Ok, after a lot of tedious configuration and experimenting, seems to be like this:

 

- one furniture seems to can ever have only one animfurnidle (requiring the definition of the animfurnidle in the race subgraph, and requiring generating metadata) - no matter how I've tried, I have not been able to alter the "native" furniture animation in a script

- once the NPC sits the furniture and plays the animation according to the animfurnidle, then you can instruct it to playidle any idle (not sure if it's mandatory to define it as a furniture type idle, I did so to be safe)

- once the NPC plays the idle, you cannot directly instruct it to change the idle it's playing (so a second playidle)

- however, you can instruct it to playidle idlestop, at which point it will revert to the furniture animfurnidle animation, and then to play another different idle via playidle

- apparently a utility.wait(1) is needed for the idlestop transition, otherwise I'm getting CTDs 

- rinse and repeat, however it must transition through a idlestop, which is not optimal if you want to chain animations

 

I don't know what the removekeyword / addkeyword code does in @Oakern's mod, it's just not working for me to change the animfurnidle via script.

 

 

Posted
4 hours ago, zax said:

https://www.nexusmods.com/fallout4/mods/37617?

 

Try this, let me know if you got it working because I haven't tested it yet. And if you got looped flavors to work.


Thanks! The flavor part was what I wasn’t aware of, I’m not exactly sure I understand fully how to handle the metadata file but I’ll give it a try soon as I can. One limitation I can see is that it will create a fixed loop while I would prefer a random sequence, but I’ll try nevertheless, see what happens

 

 

Posted
1 hour ago, SAC said:


Thanks! The flavor part was what I wasn’t aware of, I’m not exactly sure I understand fully how to handle the metadata file but I’ll give it a try soon as I can. One limitation I can see is that it will create a fixed loop while I would prefer a random sequence, but I’ll try nevertheless, see what happens

 

 

Animation not my thing But was trying to sort out a problem I was having with morph's & animations in AAF so I'm Not 100% sure but I think you can change what animation is played by changing the archetype. sorry if this is a dumb response.?

Posted
58 minutes ago, SAC said:

This is interesting. Can you please elaborate with an example?

Yea I was looking at Magic effects first to change morphs on Fo4 Nudesuit to get supermutants working thinking they were broken with leito's animations but it turned out that my test subject Virgil is not your standerd super mutant!!!  Bit of a learning curve            

  Which lead me to Find this here: https://www.creationkit.com/fallout4/index.php?title=Subgraphs . also there are console commands which I don't think are any use to you tho?    As I said above justed dipped my toe in all this animation stuff.

Use the command "caa AnimArchetypexxx" to change the posture of your character, where "xxx" is replaced with fast walk , depressed ,ect . best explained here https://www.nexusmods.com/fallout4/mods/8275 . as I said above not my as I've only dipped my toe into animation .

Posted
11 hours ago, mashup47 said:

Bit of a learning curve   

 

Yeah, tell me about it :) 

 

11 hours ago, mashup47 said:

        

  Which lead me to Find this here: https://www.creationkit.com/fallout4/index.php?title=Subgraphs .

 

I haven't seen that one, interesting. I've been using FO4edit to edit the subgraph. Thanks

 

11 hours ago, mashup47 said:

 

also there are console commands which I don't think are any use to you tho?    As I said above justed dipped my toe in all this animation stuff.

Use the command "caa AnimArchetypexxx" to change the posture of your character, where "xxx" is replaced with fast walk , depressed ,ect . best explained here https://www.nexusmods.com/fallout4/mods/8275 . as I said above not my as I've only dipped my toe into animation .

 

Yes, I know about animarchetypes. What I first understood from your post is that changing animarchetypes somehow modified the furniture idles, which would be new to me, and it doesn't seem to be the case

Posted
2 minutes ago, mashup47 said:

@SAC  Ok as I said new to this. So I did a bit more searching and found this: https://www.loverslab.com/topic/85713-adding-alternative-animations-for-furniture-rather-than-replacing-vanilla-animations/ . I think the person here is tying to achieve the same thing as you. At the moment I fill I'm the dishwasher trying to tell the cook how to cook. 

 

No worries :) thank you for pitching in, I'll continue looking into it from all angles and report back when I get significant progress

 

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