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McGilberts

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  1. You´re adding an Entry to the RaiderRootBehavior under LOOSE give it an ID, set the Path to your animation and set AnimEvent to one of the dynamic ones (dyn_activation, dyn_activationLoop etc ). Then you´re calling an Idle type Property filled with that object with " actor.PlayIdle(yourProperty) " via a Script ... et voila. I was looking on that site for quite some time but haven´t read the most important thing... i haven´t named my animation correctly. Now everything is working.
  2. I already got animation to work with the IdleWindow method. But i frequently read that there is a way to add them via the SubGraphData.
  3. Basically yes, when actually overriding an existing animation my animation is working. But i fail to get the concept of adding it to the game without replaceing an existing animation.
  4. Hi, Im currently trying to add some animations i made to the game but i don´t get how to actually do it. For now i made a new Race and set it as additive to the HumanRaceSubGraphData, added the path of my animation and created a keyword that is used in "ActorKeyword". As Behaviorgraph i think i should use MTBeahvior, because its a running annimation ? But what now ? What else i have to do ? And how is the animation triggered in game ? just when a Actor has the "ActorKeyword" ? I would be glad if some could share some knowledge here...
  5. I think i fixed it. It seems that the Problem was the BSLightingShaderProperty which i didn't copy from another nif but added manually. So i think what happend is that the mesh follows the skeleton correctly but the texture ist not applied correctly to that mesh. After copying the BSLightingShaderProperty from anathoer mesh, everything is fine.
  6. BSDismemberSkinInstance is set to SBP_142_CIRCLET, things in CK are seeming fine.
  7. Hi, I'm having a little problem with getting a very simple mesh working in Skyrim. Since im completly new to 3D modeling, i just made a simple cube, which is used as a circlet dummy. I weight painted the mesh to the NPC Head bone, and i think somthing went wrong there. The Problem is that the cube dosen't follow the head properly. While walking everything seems ok, but as i sneak the cube is floating in the air, just there where the head would be while walking. As i jump or fall, the cube is following the head, but not correctly. To me it seems that the mesh is following a different bone ( maybe the skeleton root...? ) but not the NPC Head bone. The funny thing is, in 3ds everything works fine. No matter which animation i import, the mesh does exactly what it should do... Any ideas ? Thanks in advance.
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