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Is there any way to assign a certain animation to a specific character


Guest deleted6979893

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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.

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Guest deleted6979893

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.

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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

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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

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Guest deleted6979893

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.

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