Guest deleted6979893 Posted November 4, 2013 Share Posted November 4, 2013 (edited) or weapon? (title size was cut off) Edited November 4, 2013 by undead003 Link to comment Share on other sites More sharing options...
Matth85 Posted November 4, 2013 Share Posted November 4, 2013 Not really sure what you ask about. An animation on a static object, like a weapon, is handled no problems. It would go through infinite loops, or be assigned when something happens.An animation on a character is worse. You'd then have to replace animations, or use SKSE and add keybindings that does certain animations.If what you mean is a static animation on a character, like.. uhh.... a halo rotating over your head, then all you'd need is to animate the object. Example: A Chainsaw - you'd have the chainsaw animation on an infinite loop. No problems at all.A new hitting animation - you'd need to replace the old one, or add to the old one. Can be complicated.A rotating halo over your head - you'd have to edit a piece of gear, or the a specific mesh, to have the halo, then rotate it on a loop. Though we are rather limited when it comes to animations. Though unless you plan to do something insane, you should be fine. Link to comment Share on other sites More sharing options...
Guest deleted6979893 Posted November 4, 2013 Share Posted November 4, 2013 I'm talking about assigning different types of animations to a single weapon, for example I know one relatively light weapon that is held with two hands in reality (the katana) but ingame is only held like any other weapon. Since I like Japanese lore and play as a samurai or something ingame, I want to change those animations to be accurate, but I want to do so without editing the animations for all other one-handed weapons. Link to comment Share on other sites More sharing options...
Matth85 Posted November 4, 2013 Share Posted November 4, 2013 Ah, now I got you! You simply need to change the animation inside Nifskope to the 2 handed one for that model.Then inside the CK you simply choose the 2 handed animations. Currently rather busy, so I can't help you out. But I'll be back in a few houres, and can give more assistance if nobody else is around :)If nothing else, try to google a bit. Matth Link to comment Share on other sites More sharing options...
Guest deleted6979893 Posted November 4, 2013 Share Posted November 4, 2013 I see, could it also be changed to a custom animation instead of two handed? Link to comment Share on other sites More sharing options...
Matth85 Posted November 4, 2013 Share Posted November 4, 2013 Hmm... As far as I know, it could. Is the goal to have a brand new animation effect on a certain weapon?It might be a little tricky. Just because of the way nifskope handles animations. Not having nifskope in front of me, and not having dabbled in it since Oblivion, I assume you might need to script it. To call for a animation change once that weapon type is equipped. At least in Oblivion it worked like this: There were 2 pre-defined animation sets within the CK: WeaponSide and WeaponBack. Then inside the CS you could set it from 1h to 2h. There were no other way to get a predefined animation set for it. The workaround would be a script that activated the new set of animations. Though that is beyond my knowledge. I stopped with animations in Oblivion. It became too much of a hazzle with this engine :) Matth Link to comment Share on other sites More sharing options...
Guest deleted6979893 Posted November 4, 2013 Share Posted November 4, 2013 There is a mod that I think may allow custom animations and that is called FNIS, Fore's New Idles for Skyrim, but I am not an advanced modder or animator of the sort. Link to comment Share on other sites More sharing options...
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