Kain82 Posted February 6, 2014 Posted February 6, 2014 First let me say I know nothing of Papyrus scripting or adding animations. I've been using the FNIS manual and the CK wiki, to make heads or tails of this. But how do I get a new animation to play after initiating dialogue? I have followed the FNIS manual on how to add the animation to the behavior file. But I don't know how to add it to the ck or make it fire after dialogue. I tried adding this script fragment to the end part of the dialogue. akSpeaker.SendAnimationEvent ("kiss")
fore Posted February 6, 2014 Posted February 6, 2014 Is "kiss" your custom AnimEvent made with FNIS made for a custom animation file? Is this a paired animation? I will release a FNIS 5.0 Beta in a few days which will support paired animations. But note that paired animations can only be played with playIdleWithTarget().
TDA Posted February 6, 2014 Posted February 6, 2014 First let me say I know nothing of Papyrus scripting or adding animations. I've been using the FNIS manual and the CK wiki, to make heads or tails of this. But how do I get a new animation to play after initiating dialogue? I have followed the FNIS manual on how to add the animation to the behavior file. But I don't know how to add it to the ck or make it fire after dialogue. I tried adding this script fragment to the end part of the dialogue. akSpeaker.SendAnimationEvent ("kiss") .........adjusting distance part So Debug.SendAnimationEvent(Elin, "pa_HugA") or so actorRef.PlayIdleWithTarget(pa_hugAiii,Elin ) ;-one anim for two actors
Kain82 Posted February 7, 2014 Author Posted February 7, 2014 Is "kiss" your custom AnimEvent made with FNIS made for a custom animation file? Is this a paired animation? I will release a FNIS 5.0 Beta in a few days which will support paired animations. But note that paired animations can only be played with playIdleWithTarget(). Oh, Fore. I am honored that you are posting in my thread. As for your question: I'll have to ask the animator himself. Since he mentioned very little, only that it was a kiss animation. I will ask him now. First let me say I know nothing of Papyrus scripting or adding animations. I've been using the FNIS manual and the CK wiki, to make heads or tails of this. But how do I get a new animation to play after initiating dialogue? I have followed the FNIS manual on how to add the animation to the behavior file. But I don't know how to add it to the ck or make it fire after dialogue. I tried adding this script fragment to the end part of the dialogue. akSpeaker.SendAnimationEvent ("kiss") .........adjusting distance part So Debug.SendAnimationEvent(Elin, "pa_HugA") or so actorRef.PlayIdleWithTarget(pa_hugAiii,Elin ) ;-one anim for two actors Thanks TDA, I will try this in a little while.
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