Hollow_Fang Posted February 14, 2014 Posted February 14, 2014 Hello i made this in 3ds2010 https://www.youtube.com/watch?v=9fl2NhbX8Pk&feature=youtu.beIt's a fishing pole i used bone and skin modifier still have yet to weight paint it .Now my question is how to i export it properly as a animated mesh that has idle,Nibble,and Bite with out 3ds crashing and do i need to put annotaions in the animations?I do understand that a script will be needed for animations and not sure how to do that also but as for scripting there are tutorials i can teach my self but i cannot find any exporting animated items tutorials.Any help would be appreciated. Â
Guest kimbale Posted February 14, 2014 Posted February 14, 2014 What exactly what do you want to do with this? Â If you make it a animated item (whether it has bones etc or not) it will loop the animation you gave it ingame. To "play" different animations you'd have to equip different versions of the pole, each with their own animation. Â If you have made it with it's own skeleton to animate (SOS-like) you'd have to make seperate animations. Â If you just want any fishing animation i'd say keep the pole static and just make normal animations and trigger them by FNIS.
Hollow_Fang Posted February 14, 2014 Author Posted February 14, 2014 If i understand a script cannot begin a animation with different animations at different points ?say idle at 0:00 to 20.0 and nibble at 40.00 to 60.00? If it cannot would it be better to make it a animated FNIS player animation. Since it's the pole that is animated right now i plan to add the body animations using fnis if i can figure it out, while on topic of FNIS how do i make the item on activate from inventory start the animation of the user and what is method of using random animation selection started from the item using the FNIS?End goal is to make fishing sequence as follows. The player after activating and equipping the pole is asked to bait hook with a menubox. Do you want to apply bait? Yes or no? On yes menu to bait hook by invisible container item transfer. Followed by FNIS playing the casting animation in third person then switch to first person and disable moving of player. Next step is to have the script place a invisible activator in front of the player that has the "If on activation stop and remove activation and play yank animation" if activation of the invisible activators false with in random number that would be say if player activates in random chosen point of 1-3 seconds player would fail a catch. A message box saying you didn't catch any thing and your bait is gone do you wish to re-bait your hook? if yes open remote container again and start anew. For Baits some later will work better based on key words and other things much later. Now for success after the nibble then activate one of the random fish and add random fish corpse to players grabbed or HAVOK or physicsed holding or place at players feet and walla fishingstill needed is the player animation the script the way to do all this but it is starting.
Guest kimbale Posted February 14, 2014 Posted February 14, 2014 Well, skyrim animation (skeleton based, not animated objects) works by having animation files, moving the skeleton (own file), which moves the mesh (own file) according to weighting. Skyrim only plays full animations, i think. I've no experience with FNIS, but i guess the animations can just be called by script. (ie. take any papyrus hook, and make it run the animation) Â I'd go for less message boxes - having all those menus in your face would break the whole fishing experience for me. I'd rather have a fishing button or - even easier - fishing holes that just need to be activated.
Hollow_Fang Posted February 16, 2014 Author Posted February 16, 2014 The idea is to fish any where there is water with fish .i'm still looking into how to export from 3ds animated files to skyrim ck with the nif tools it crashes idk what i did wrong in 3ds does the collision need to be different? What settings in the exporter should i use for animated items
Phygnos Posted February 16, 2014 Posted February 16, 2014 I was never able to figure out how people created animated items in Skyrim. Two IÂ can think of offhand are: "animated crown" and "animated katana". The katana has its own bones and I can't remember how the crown worked. I just dismissed them as magic and gave up trying to understand it. I think both are on LL, however.
canderes Posted February 18, 2014 Posted February 18, 2014 You'll  want to make 3 separate animations and just have a script that gives the fish to the player. Make three animobject animations and have fnis loop through each one at random intervals. animobject animations handle things pretty well without having to skin any objects-you can just parent the fishing rod to one of the hands and then the fish to one of the animobject bones at the feet of the character. The downside if you do it is that the fishing rod will stay static, but you can look into hdt for adding rigid bodies to the fishing rod. I barely know any scripting but fore can probably help you make a simple one you can distribute to work with fnis. I could never figure out what the katana and crown did either, but I'm sure it had an animation controller attached or something.
Hollow_Fang Posted February 18, 2014 Author Posted February 18, 2014 I Made some progress i was able to export a looping animated item although the bones messed up idk why yet but i am on to somthing idk about the import of items to ck yet but thanks for the info i will try it after this if it does not pan out Â
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