Jump to content

Playing Animations


john117

Recommended Posts

Posted

Hello i have 2 questions.

 

1. Is there a good (and if possible easy) tutorial which shows how to let your character on NPC play a specific animation?

 

2. I want to cast a spell which forces my target to play an animation.

BUT my target shouls be attackable (or at least i should be able to cast spells on him) and must not flee?

Anyone have a good idea?

 

 

Thanks

Posted

Not quite sure if I understand your questions right. Are they Oblivion-related? Do you want these animations to play in-game?

In that case, you could simply use Trollf's classic animation mods:

 

'Actors In Charge' for most of the vanilla Oblivion animations: http://oblivion.nexusmods.com/downloads/file.php?id=6239

'Actors In Madness' for SI animations: http://oblivion.nexusmods.com/downloads/file.php?id=10150

'Actors In Emotions' for facial expressions: http://oblivion.nexusmods.com/downloads/file.php?id=15124

 

Either cast their touch spells on NPCs or select their animation controller misc items for yourself (you must be in 3rd-person view for that).

 

To prevent NPCs from running around erratically, just open the console (~ key), type TAI (or tai, as this command isn't case-sensitive) and hit the return key. This stops all actors where they stand as it toggles off the game's AI. To reactivate it once you're done, use the command again. You'll notice they turn to face you if you move around, so once you have them doing the desired pose or animation, open the console, click on the NPCs and use the TAI command on each one of them. This will literally freeze actors in mid-motion.

Posted

Im sorry, my questions were oblivion related.

Ask i asked them for the editor. Does tai work in the editor or is there a

similar command?

 

 

EDIT: i tried the tai command while my npc was playing an idleanimation.

It doesn't work. As soon as i toggle ai off the npc wont play any animation at all :/

Posted

Oh, apologies for misunderstanding your questions. Console commands are for in-game use only. This page can probably help you:

http://cs.elderscrolls.com/index.php/Animation_Tab

 

You can also look at animations in NifSkope by opening the Skeleton.nif (found in Meshes/Characters/_Male) and attaching animation files to it.

Click on 'Spells' in the top menu bar, select 'Animation' and then 'Attach .KF'. Start the animation by clicking on the 'Play' button in the toolbar.

 

I'm unable to help you with your second question, hopefully some of the animation cracks on here will have the right answers for you.

Posted

How about this jury rig ? Maybe you can just sneak up to that npc and cast the spell? And using console, set their strength to 0 then they won't flee. Well you must remember their original strength to restore them when you're done.

 

edit: If you don't want to mess up the npc's attribute, simply use this. (OBSE)

 

GetAV to get the npc's current strength,

ModAV to set their strength to 0, (similar to 'damage xx' magic effect when use negative argument)

and ModAV2 to restore. ModAV2 is identical to 'restore xx' magic effect. ModAV2 doesn't increase AV past the maximum value. Just don't use ModAV in this case. Many of OBSE commands work in console window too.

Posted

i modified confidence to 100 which seems also to work.

 

 
scn ExScript
ref me
short conf
short agg


begin scripteffectstart
set me to getself
set counter to 0
set mbtimer to 10
set stage to 0
set animNumber to 1 + GetRandomPercent * 5 / 100
me.addscriptpackage zzWaitPackage
call xLoversCmnSetItemCount zzState me 1
call xLoversCmnSetItemCount zzbToken me animNumber


set agg to  me.getactorvalue aggression
set conf to me.getactorvalue confidence
me.setactorvalue aggression 0
me.setactorvalue confidence 100
me.setAlert 0
me.setforceSneak 0


me.pickidle
end

 

 

so far this is my code. I added all to a spell so i could check the animations.

First my script adds the items to pick the right animation.

And afterwards i modify some stats and add a package, which

is a wanderpackage telling my target to stay in its location.

 

Last part is the pickidle part, where my animation is chosen.

 

 

:-/ but my script doesn't work well. When i cast it on my target

it starts the animation for maybe 2 frames and then its in the standing animation again.

BUT if i start conversation with my target and end conversation, then my target will play the right animation again.

 

Can anyone help with this?

Posted

Using PlayIdle from OBSE20 may be a lot easier. PickIdle/Tokens has always been cludgy and very suceptable to the load order effect on the animation chains.

 

It was the only way to go prior to OBSE20, but should be avoided if you can now.

Posted

Could you give me a small code example how to use playidle?

 

lets say my animation file is named pose1.kf

and i create a idleanim named animation1 in the idle anim manager with pose1.kf

Archived

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

  • Recently Browsing   0 members

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