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Trigger object animation with player animation ?


Neonbleu

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Hello everyone

 

I'm diving into object animation right now and more precisely, I'm trying to create an effect for a weapon (the blade going in and out of the hilt). Now, I know you can follow the enchantment template for that but I would like the effect to trigger not on sheath/unsheath state of the weapon but at the start of the sheath/unsheath animation itself. Basically, the blade would go out of the hilt when the weapon is pulled out and start to go back into the hilt when the sheath animation start, so the blade would be completely retracted when it is back on the hips.

From my understanding, the trigger of the enchantment effect is controlled by a behavior file (beginloopend.hkx). Do you think there is a way to create the desired effect without messing with behavior files ? If not, is there a behavior that I could use to get the effect I want ? If I have to edit/create a specific behavior for that, could you guide me to the appropriate ressources (tutorial, tools, tips,...) to get started ?

 

Thanks in advance

Edited by Neonbleu
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That type of graph is for controller managers in nifs, not outside hkx invocation. You can invoke Gamebryo Animation by calling the actual name of the Controller Sequence in the nif you want to see

 

WhateverIGuessABroom.PlayGamebryoAnimation("LoopSomethingWhateverItsCalledInTheNif",True); You almost always use true here

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