Jump to content

[Question] Mannequin idle replace


ribssan

Recommended Posts

Posted

Hi ,

 

I want to change the idle of the mannequins ,

 

anyone know what name of idle animation of the mannequins ?

 

 ...\data\meshes\actors\character\animations\ ?????? . hkx     :dodgy:

 

thx!
 

Posted

i m not sure mannequin use idle , its standard idle same than in CK , i think its just the script make it take this position, for make manequinn use another position, i suppose its needed to create an new script inclued new idle ID......... i m not a pro ^^, but i think its like this..wait confirmation from another more "good" modder ^^

 

the mannequin idle is look like standar idle, same than some mod animation is broken or bugged, standard pose ... sound like MThidle.hkx..i suppose...

 

 

i have found this on internet, maybe this help you a little :

 

""" If you're talking about forcing a pose... here's a line from my Vanilla Mannequin Script Fix which plays the default idle:

debug.sendAnimationEvent(self, "idlePlayer")

 

The wiki suggests not using the sendAnimationEvent on normal NPCs as it can break their idle/AI. Since mannequins (theoretically) will always be in said pose, I decided this drawback wouldn't really apply... so I released it, and the mod is used by thousands uneventfully.

 

Alternatively, you can run a "playIdle", but you have to assign the pose you want to a declared property... which requires an ESP. (not the end of the world if your mod already uses one). Be aware that using the property names "Pose01" "Pose02" and "Pose03" will NOT work for some reason... name your properties anything but those three and it'll work as expected. (I suspect it's legacy code from Obliv-era interfering)

 

You should also be aware that certain poses simply will not work correctly for whatever reasons. AND... you need to have enableAI() while setting a pose, if enableAI(false) then the pose won't start... Doing the true before the animEvent, then the false right after is how it's basically done... inserting a wait delay before the false if you want the pose to cycle forward a little before freezing it. """

Posted

i m not sure mannequin use idle , its standard idle same than in CK , i think its just the script make it take this position, for make manequinn use another position, i suppose its needed to create an new script inclued new idle ID......... i m not a pro ^^, but i think its like this..wait confirmation from another more "good" modder ^^

 

the mannequin idle is look like standar idle, same than some mod animation is broken or bugged, standard pose ... sound like MThidle.hkx..i suppose...

 

 

i have found this on internet, maybe this help you a little :

 

""" If you're talking about forcing a pose... here's a line from my Vanilla Mannequin Script Fix which plays the default idle:

debug.sendAnimationEvent(self, "idlePlayer")

 

The wiki suggests not using the sendAnimationEvent on normal NPCs as it can break their idle/AI. Since mannequins (theoretically) will always be in said pose, I decided this drawback wouldn't really apply... so I released it, and the mod is used by thousands uneventfully.

 

Alternatively, you can run a "playIdle", but you have to assign the pose you want to a declared property... which requires an ESP. (not the end of the world if your mod already uses one). Be aware that using the property names "Pose01" "Pose02" and "Pose03" will NOT work for some reason... name your properties anything but those three and it'll work as expected. (I suspect it's legacy code from Obliv-era interfering)

 

You should also be aware that certain poses simply will not work correctly for whatever reasons. AND... you need to have enableAI() while setting a pose, if enableAI(false) then the pose won't start... Doing the true before the animEvent, then the false right after is how it's basically done... inserting a wait delay before the false if you want the pose to cycle forward a little before freezing it. """

 

is more complex than I imagined . :s

 

thx for help

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...