Asarjan Posted March 21, 2022 Author Share Posted March 21, 2022 (edited) Find a tutorial on creating animated doors. Available on the Nexus. Everything is done in exactly the same way using gemebryo animation manager. But instead of the "Open" and "Close" sequences, use the sequences On, UnpoweredOn, Off, UnpoweredOff. Morph tags are not needed. In the Extra Info Tags fields, you can write the names of sound descriptors in ck if they are needed for each sequence. Next, save as pe anim. Swipe through Elrich. Open nif in nifscop. Copy to your nif BsBehaviorGraphExtraData and the desired bs conect point. The power connection point is called P-WS-Snap, connections via conduitsThanks for the support I appreciate that. Yes, I already know the door tutorial here on nexus, but I wasn't sure about the setup of the sequences because unfortunately there are no tutorials for it. I can see from the screenshot that you created the dome blinds as an activator in the CK. I have the problem that my gate in the game falls apart as soon as I place it in workshop mode.With such nifs, do all collision meshes have to be set as 'anim static'?My gate is a roll-up gate with 'anim static' collision mesh...to the left and right of it are walls with static collision mesh. Could this be the problem causing my gate to fall apart in game? Edited March 21, 2022 by Asarjan Link to comment Share on other sites More sharing options...
South8028 Posted March 21, 2022 Share Posted March 21, 2022 (edited) Find a tutorial on creating animated doors. Available on the Nexus. Everything is done in exactly the same way using gemebryo animation manager. But instead of the "Open" and "Close" sequences, use the sequences On, UnpoweredOn, Off, UnpoweredOff. Morph tags are not needed. In the Extra Info Tags fields, you can write the names of sound descriptors in ck if they are needed for each sequence. Next, save as pe anim. Swipe through Elrich. Open nif in nifscop. Copy to your nif BsBehaviorGraphExtraData and the desired bs conect point. The power connection point is called P-WS-Snap, connections via conduitsThanks for the support I appreciate that. Yes, I already know the door tutorial here on nexus, but I wasn't sure about the setup of the sequences because unfortunately there are no tutorials for it. I can see from the screenshot that you created the dome blinds as an activator in the CK. I have the problem that my gate in the game falls apart as soon as I place it in workshop mode.With such nifs, do all collision meshes have to be set as 'anim static'?My gate is a roll-up gate with 'anim static' collision mesh...to the left and right of it are walls with static collision mesh. Could this be the problem causing my gate to fall apart in game?I'll try to write a small tutorial article, but I don't know how it will turn out. I know English badly. 50% text Google translator. ) Edited March 21, 2022 by South8028 Link to comment Share on other sites More sharing options...
pepperman35 Posted March 21, 2022 Share Posted March 21, 2022 Find a tutorial on creating animated doors. Available on the Nexus. Everything is done in exactly the same way using gemebryo animation manager. But instead of the "Open" and "Close" sequences, use the sequences On, UnpoweredOn, Off, UnpoweredOff. Morph tags are not needed. In the Extra Info Tags fields, you can write the names of sound descriptors in ck if they are needed for each sequence. Next, save as pe anim. Swipe through Elrich. Open nif in nifscop. Copy to your nif BsBehaviorGraphExtraData and the desired bs conect point. The power connection point is called P-WS-Snap, connections via conduitsThanks for the support I appreciate that. Yes, I already know the door tutorial here on nexus, but I wasn't sure about the setup of the sequences because unfortunately there are no tutorials for it. I can see from the screenshot that you created the dome blinds as an activator in the CK. I have the problem that my gate in the game falls apart as soon as I place it in workshop mode.With such nifs, do all collision meshes have to be set as 'anim static'?My gate is a roll-up gate with 'anim static' collision mesh...to the left and right of it are walls with static collision mesh. Could this be the problem causing my gate to fall apart in game? Maybe you could post a link of the max file and someone here could take a look at it for you. Link to comment Share on other sites More sharing options...
Asarjan Posted April 2, 2022 Author Share Posted April 2, 2022 @South8028So first of all thanks again for your help. Almost everything is now working as I imagined :) The only problem I have now is that the gate does not make a sound when opening and closing. Even though I created 'SoundPlayAt.DRS... .SoundNode' as an extra info tag in the Animation Manager in 3ds Max.I have the same problem with my power switches.I had taken the 'WorkshopPowerSwitchBox01' in the CK and its NIF-file as an example. Link to comment Share on other sites More sharing options...
South8028 Posted April 2, 2022 Share Posted April 2, 2022 (edited) @South8028So first of all thanks again for your help. Almost everything is now working as I imagined :) The only problem I have now is that the gate does not make a sound when opening and closing. Even though I created 'SoundPlayAt.DRS... .SoundNode' as an extra info tag in the Animation Manager in 3ds Max.I have the same problem with my power switches.I had taken the 'WorkshopPowerSwitchBox01' in the CK and its NIF-file as an example.https://disk.yandex.ru/d/HF4CIIBSquklYQSwitch example. Sound can be added to the activator in ck. The activator window has fields for this. Can be added in max. We discussed it here on the forum ~2 months ago. Search old posts.https://disk.yandex.ru/i/Rwd7FqdH4svl3w Edited April 2, 2022 by South8028 Link to comment Share on other sites More sharing options...
Asarjan Posted April 3, 2022 Author Share Posted April 3, 2022 @South8028So first of all thanks again for your help. Almost everything is now working as I imagined :) The only problem I have now is that the gate does not make a sound when opening and closing. Even though I created 'SoundPlayAt.DRS... .SoundNode' as an extra info tag in the Animation Manager in 3ds Max.I have the same problem with my power switches.I had taken the 'WorkshopPowerSwitchBox01' in the CK and its NIF-file as an example.https://disk.yandex.ru/d/HF4CIIBSquklYQSwitch example. Sound can be added to the activator in ck. The activator window has fields for this. Can be added in max. We discussed it here on the forum ~2 months ago. Search old posts.https://disk.yandex.ru/i/Rwd7FqdH4svl3wThanks but i already solved that problem. :) Link to comment Share on other sites More sharing options...
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