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how does an animation reference a held object?


neunen

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can anyone point me in the direction of how an animation references an animation object?

 

i dont really have any experience with .kf files, but im looking at a list of idles in the geck and i cant for the life of me figure out where the aoOBJECT.nif is referenced

 

alternately (and actually this would probably help me more): could i make a script that equips a piece of armor when an idle is played?

 

any help is appreciated

 

cheers,

neunen

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thanks very much Quetzl, it would need to be a specfic idle, but ill take a look into that

 

cheers

 

edi: hmm the geck wiki says it check if the actor is playing a special idle, but then doesnt list any flags, so i dont know if i can specify an idle or not

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right, i want the idle to cause the equipping, and i want it to effect everyone who uses the idle. maybe its time that i read up on the AI packages.

 

although one question is still bugging my brain... where does the idle animation get told to call a mesh?

 

in vanilla, if the npc starts a smoking idle, the aocigarette appears in their hand, but where is it told this? is that info in the .kf itself?

 

cheers,

and thanks again

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