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Sequenced paired animation / paired furniture


KaminaDrill

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Hi! Im trying to make a paired scene, that has an entry and exit animations and loops until cancelled by movement/keys. My research led me to FNIS Modders docs, but what i gathered from it is that you can only create finite paired/killmove anims with fixed duration. What im thinking of looks more like a furniture animation, but im not sure it could be paired. Obviously there should be a way to do what i want (I've used mods like sexlab/osa that do just that and much more), can you point me in a right direction?

For context - I think i understand trivia behind animations, behaviours and successfully made an idle in 3dsmax.

Edited by KaminaDrill
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Paired animations are always single acyclic animations. For horse riding for example the mount and dismount animations are paired, but in between both actors act seperately, synchronized by using the same animation events while the actors are tied together.

 

Neither sexlab nor osa use paired animation. What measure they use to tie them together in order to avoid collision is beyond my knowledge, But in between sexlab uses so-called FNIS sequenced animations. Enter and exit as you assume. But the middle animations are not only a single loop, but can be combined by an arbitrary amount of animations, controlled by animation events.

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Thx! I think im getting a hold of this.

 

I have a question though - i really cant seem to get FNIS to read my animlist that has some middle events in it. Suppose i was trying to add an existing animation (vamprire feed from back) as a new fnis paired idle, and would want it to send an AnimEvent "A" at 2 second mark. How would I properly write that?

pa -D3.000000,A/2.000 ET_vampirefeedback ET_paired_vampfeedback.hkx

That seems to be what I the docs suggests but it doesnt compile properly.

Moreover, when I add that animation without middle events like this:

pa -D3.000000 ET_vampirefeedback ET_paired_vampfeedback.hkx

It works properly, but when it is played the 2_PairEnd event doesnt seem to trigger that leads to glitchy behaviour (i cant cast spells until i sheathe in first person, then its ok)

Is there a way I could fix any of those problems?

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