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Weapon animation sets


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I'm not sure what you mean. If by new attack animations you mean custom animation. Sure the game can recognize new ones. The new mod I’m working on will completely revamp the hand to hand fighting animations. It will add better punches and some martial arts kicks and moves. No crouching tiger hidden dragon flying ninja crap though. It will take a more realistic approach.
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If you are referring to adding new attack animations without replacing old ones, i.e. a pump action shot gun or duel wielding submachine guns, that is a different story. Most people will tell you it’s impossible. I disagree. I believe it can be done with some good scripting and some clever ingenuity. In fact, I’m determined to prove it.
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What I meant by attack animations were the weapon attack animations bethesda made (1hpattack4.kf, 1hpattack4is.kf, 1hpattack3.kf, etc).

I was asking whether it is possible to add new attack animations without replacing those ready made ones.

Can you add for instance; attack7, a totally new .kf file for 1 handed pistols and make it so everytime you fire a specific 1 handed pistol, the animation will be attack7?

 

If there is a way to add new attack animations without replacing existing ones, that'll be grand.

 

Anyhow, I look forward to your hand-to-hand animations.

 

 

EDIT:

Oops, I didn't see your post there.

We must've posted at the same time. :P

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What I meant by attack animations were the weapon attack animations bethesda made (1hpattack4.kf, 1hpattack4is.kf, 1hpattack3.kf, etc).

I was asking whether it is possible to add new attack animations without replacing those ready made ones.

Can you add for instance; attack7, a totally new .kf file for 1 handed pistols and make it so everytime you fire a specific 1 handed pistol, the animation will be attack7?

 

If there is a way to add new attack animations without replacing existing ones, that'll be grand.

 

Anyhow, I look forward to your hand-to-hand animations.

 

See post above this one

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Okay, back to the discussion. :)

 

I've managed to animate weapon discharge differently from the attack animation by invoking an idle animation and using the FireWeapon function everytime a shot is made. But I'm sure this technique has been widely known or used.

 

I'm crossing my fingers there's a way to do it from FO3Edit.

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Okay, back to the discussion. :)

 

I've managed to animate weapon discharge differently from the attack animation by invoking an idle animation and using the FireWeapon function everytime a shot is made. But I'm sure this technique has been widely known or used.

 

I'm crossing my fingers there's a way to do it from FO3Edit.

 

Can you elaborate on that? It sounds interesting and I might find it helpful with my own project. I have to go to work now, but I will be checking this thread when I get home.

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Can you elaborate on that? It sounds interesting and I might find it helpful with my own project.
Well, if the weapon is intended to be used only by the player, here goes:
There would have to be a custom made .kf file and some scripts.

The custom animation scripts could go something like the following:

 

Object Script placed on weapon

SCN WeaponObjectScriptName

begin gamemode
 if player.GetAnimAction == 2 (weapon fire animation)
   if player.GetEquipped WeaponName== 1
     player.CastImmediateOnSelf WeaponAnimationActorEffect (.kf file loaded as an idle animation)
     player.FireWeapon WeaponName
   endif
 endif
end

 

And then create a base effect with this script:

scn AnimationEffectScriptName

Begin ScriptEffectStart

if IsPC1stPerson == 1
	if player.GetEquipped WeaponName== 1
		Player.PlayIdle 1stPersonAttackAnimation
	else
		Player.PlayIdle 3rdPersonAttackAnimation	
	endif
endif
End

Afterwards, create an actor effect containing the animation base effect.

And voila.

 

Everytime you attack, the custom animation will play.

If someone would like to make a .kf animation for a weapon, he could just load it as an idle animation set to be played everytime the weapon is fired.

 

The only caveat would be that this works only on the player character.

It creates a glitch on NPCs and Monsters, on which dozens of "failed" weapon firings will stock up and fire at once after a few successful animations.

 

Here's a result:

I've used the pushbrahmin idle anims, combined with a nif-less projectile to create the illusion of something similar to a force push. It works, and a picture of the result can be seen in this thread. There can be a problem with timing, as the projectile can fire much earlier than the animation. So it can look like as if the animation and projectile is "racing" against each other.

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Thanks man. It's similar to what I had in mind. It is a very clever solution to the game engines limitations. I’m going to give this a try, (if you don’t mind me using your script of course) on my day off. I think you may have solved my problem and saved me a big headache. I’ll let you know how it turned out.
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