fishburger67 Posted November 6, 2020 Posted November 6, 2020 I am trying to create a piece of "furniture" using the existing sit and exit animaitons, but do a masturbate animation after the enter instead of idle loop that is there now. Here is an example I copied the wall lean root and change the names and changed the conditions on which WallMasterbateRoot gets evaluated. Doing just that everything works well, but of course, the NPC using the furniture just leans there. The animation event for EnterWallLean and EnterWallMasterbate is IdleWallLeanStart. I created a custom animation with this in my FNIS animation list : b -a,h StandMasterbate idlestandmasterbate.hkx Then, I made an idle from it and tested it and it worked fine. I then changed IdleWallLeanStart. animation event to StandMasterbate and then suddenly, no characters would use the furniture marker. Changing it back to IdleWallLeanStart and it instantly works again. I was reading the FNIS docs and and it sez to do something like: fu -a Kneel_Enter Kneel_Enter.hkx + -o,B1.2 Kneel_Loop1 Kneel_Loop1.hkx myAnimObject1 myAnimObject2 + -o Kneel_Loop2 Kneel_Loop2.hkx myAnimObject1 myAnimObject2 + -a,o Kneel_Exit Kneel_Exit.hkx myAnimObject1 myAnimObject2 Then in the CK MyKneelIdle (HasKeyword "MyFurniture" == 1, AnimEvent "None") MyKneelIdleEnterInstant (IsEnteringInteractionQuick == 1, AnimEvent "KneelLoop1") MyKneelIdleEnter (Getsitting == 2, AnimEvent "KneelEnter") MyKneelIdleExit (Getsitting >= 3 AND Getsitting <= 4, AnimEvent "IdleChairExitStart") Because I want to use existing animations, how can I define my FNIS animations? Anyone have some insite or can point me at other documentation? There is a -k option, but xEdit tells me these other two animations (the enter and exit) are in Actors\Character\Behaviors\0_Master.hkx. Anyone have a clue?
fishburger67 Posted November 8, 2020 Author Posted November 8, 2020 Bump, anyone good with animations?
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