D_ManXX2 Posted June 6, 2013 Posted June 6, 2013 The reason for this is: Unlike oblivion fallout allows you to set looping directly within txt files example: 1/start 30/startloop 60/endloop 60/end but my question is there possibility have multiple loops within the same txt keys like say i want loop 1 to play like 5x times then set loop 2 to play 2 x times etc.. ?? This animation is far from finished but right now there are 3 stages embedded within the same animations Starts with forplay after 10 seconds it switches to sex animations then the final stage is it will do the breast grab as final one. at keep repeating the final stage till sexout decides it is over: The animation itself is a 50 second clip. The down side was it took me 30 minutes to bake the animations for every npc. How is currently the speed of baking in 3dmax is it faster then blender ??
Teechan Posted June 6, 2013 Posted June 6, 2013 I've only worked on oblivion animations for 4 months, but I don't think they're as sophisticated as FO anims. (I didn't even know you could do looping in FO. ) I don't think they can use looping text keys, or at least none that appeared in the vanilla game animations. Check the link below for some insight, if you haven't already. http://www.truancyfactory.com/tutorials/oblivion/ob_animation_textKeys.html Maybe you can use the bow animation keys to your advantage, if you fool with the game enough. ( These include: "Hold: Used in bow animations. Presumably to indicate when to hold (pause) the animation sequence while the player has the bow drawn but has not yet released the arrow." "Release: Used in bow animations. Presumably to indicate when to continue the animation sequence after the player has released the arrow." Like I said, I don't know if it'll work, or if there's a workaround.
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