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Enough is enough, let's figure out custom furniture/animations NOW please!


trepleen

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What is this post about?

 

Custom Furniture and three custom animations associated this custom furniture. For example you make a flat pillow and you want the player or NPC to slowly sit down on it, sit there, then eventually slowly stand up (three animations total).

 

Problem

 

I have custom furniture nif with the sit point specified. Here are my results:

 

The NPC enter animation never fires sad.gif
The NPC loop animaton always fires smile.gif

The NPC exit animation always fires smile.gif

 

The Player enter animation never fires sad.gif

The Player loop animation always fires smile.gif

The Player exit animation never fires sad.gif

 

Good news - Debug

 

;the following fires the enter and loop animation perfectly
debug.sendanimationevent(akspeaker, "IdleSitPelt_Enter")
debug.sendanimationevent(game.getplayer(), "IdleSitPelt_Enter")

 

;while in third person i see both the npc and player go into the enter then loop animation
game.forcethirdperson()

;wait tens econds

utility.wait(10)

 

;after ten seconds the exit animations play and the npc and player stand up and go back into their default idle animation
debug.sendanimationevent(akspeaker, "IdleSitPelt_Exit")
debug.sendanimationevent(game.getplayer(), "IdleSitPelt_Exit")

This is a good sign that the animations are indeed working, but for some reason they don't trigger correctly with the furniture, perhaps this is a problem with the nif or my furniture settings?
 

Come into the loverslab chatroom - https://kiwiirc.com/client/irc.rizon.net/LL and help me figure this out once and for all.

 

FNIS_SLFC.TXT

 

I made three custom animations in 3d studio max.  They have the correct notes specified for name and the note at the end of the animation.  I save animation, load animation so there is a keyframe for every frame. I havok export the animation with no errors. 

 

fu -a IdleSitPelt_Enter IdleSitPelt_Enter.hkx   ; from standing to sitting on ground
+ IdleSitPelt_Loop IdleSitPelt_Loop.hkx ; sitting on ground
+ -a IdleSitPelt_Exit IdleSitPelt_Exit.hkx ; standing up

 

Here are my screenshots of creation kit:

 

IdleSitPelt is for my custom animation.

 

wqsx0g.jpg

 

 

e9cdo4.jpg

 

2vab5lu.jpg

 

1687q7s.jpg

 

 

For the furniture I've tried only a single sit position, but I still get intermittent results.

 

If I don't add the FurnitureSpecial keyword, for some reason it just plays the vanilla sit animation.

 

28160cg.jpg

 

Package -

 

dghwlc.jpg

 

Why am I getting the following results??!

 

The NPC enter animation never fires sad.gif

The NPC loop animaton always fires smile.gif

The NPC exit animation always fires smile.gif

 

The Player enter animation never fires sad.gif

The Player loop animation always fires smile.gif

The Player exit animation never fires sad.gif

 

 

:( :( :( I want the enter and exit animations to play perfectly every time like vanilla furniture for the player or any NPC. :( :( :(

 

Here is a screenshot of where these animations take place.

 

2vd5lqh.jpg

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The need for FurnitureSpecial is due to the place where your condition is at. The EnterChair above your IdleSitPelt is a general Enter condition, but with HasKeyWord FurniturSpecial==0. So when you don't set FurnitureSpecial to your furniture definition, this condition will fire first.

 

Your problem about enter/exit animations not playing I have described in the FNIS Modders doc and in the FNIS comment section. I know this problem as a general Skyrim issue which happens with vanilla furniture animations as well. However, in my tests this only failed on the first execution of any furniture animation after load game. After that it always works? Do you have different experience?

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The need for FurnitureSpecial is due to the place where your condition is at. The EnterChair above your IdleSitPelt is a general Enter condition, but with HasKeyWord FurniturSpecial==0. So when you don't set FurnitureSpecial to your furniture definition, this condition will fire first.

 

Your problem about enter/exit animations not playing I have described in the FNIS Modders doc and in the FNIS comment section. I know this problem as a general Skyrim issue which happens with vanilla furniture animations as well. However, in my tests this only failed on the first execution of any furniture animation after load game. After that it always works? Do you have different experience?

 

Yes they are different, I just can't get the NPC to start the enter animation, the npc exit animation happens after it fails once. The player never fires the enter or exit animation. I'm about to give up on furniture at this point. The good news is I've learned some new things.

 

I'm wondering if I should just do this to make it simple:

 

1. have a package make the npc walk to a moveablestatic object

2. have the npc face where i want via script

3. debug.sendanimationevent(npc, "IdleSitPelt_Enter")

 

She'll play the enter animation, stay int he loop animation and the npc doesn't rotate or move in any weird directions.

 

When I need the NPC to get up, I just.....

 

4. debug.sendanimationevent(npc, "IdleSitPelt_Exit")   ...  via script or package

 

Wouldn't that be easier than using furniture? Do you forsee any problems with this?

 

sendanimationevent ensures that the animations fire 100% of the time, then there is no need to worry about furniture activation.

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I just copy the response I already gave you on Nexus:

 

You can avoid that by using a sequenced animation (SA). SA are very similar to FuA. 
SA advantages:
- no need to change anything in the CK (no idle objectsa!), they run with AnimEvents
- they run everywhere, without funriture object
FuA advantage:
1) the actor first moves to the starting point (which is exactly defined in location and angle
2) actor cannot be moved by any collision

2) will also be possible for SA with FNIS 5.3. So if you can work-around 1) I can really recommend using SA.

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