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[CK]Help regarding collision with custom animations in scenes


metall87

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Hi guys, I hope I've put this in the right place.

 

I've searched all over the web on this topic, but no luck.

 

Ok, here's my problem,

I'm making a mod involving the player and another npc in a scene with custom animations, basically the two actors get close to each other, perform the animation (hug and kiss) and then they split up (something similar to ssl framework, but much more simple and... without sex of course :laugh: ). That's ok, but the problem is that when this two actors perform the animation, one of them falls to the floor; more specifically, the function Debug.ToggleCollisions() doesn't seem to work properly.

 

I tried to set the Z position of the npc, but -even with ToggleCollisions called- no success.

I tried to put a Collision box under the npc to even the two of them, didn't work.

 

To be more specific in this matter, if I try to raise the npc, say, 30 units from the floor, it works, the npc stays in the air (obviously the animation looks weird, a actor in the floor, and the other mid air, both trying to hug each other :tongue: ). but if I try to raise the actor only 5 units from the floor, it falls, as if the ground were attracting the npc down.

 

Ok, here's the function that I'm working on, this is called by the scene.

 

 

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After 20 secs, another function is called to return the actors to normal state and regain their current Scale values.

 

Here's a sample pic.

 

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For those who want to know, the animation is Arrok Standing Foreplay, part of Sexlab Framework animations.

 

If anyone can help me, or point me in the right direction, It will be much appreciated :yes: , so I can stop hitting the wall with this. :wallbash:

 

 

Thanks in advance.

 

 

Metall

 

 

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Ok, I've manage to do it!

 

I'd like to post my code here, so anyone who wants to work with animations in the future may have an idea, or at least a reference with this, because there's so little information about this topic (Or at least, I haven't found it).

 

Please notice that I'm not a Papyrus expert programmer or anything like it. The code might not be elegant, but does the job perfectly. What I've accomplished here was by reading the FNIS document for modders (Thanks Fore, that doc helped me a lot :thumbsup: to understand the basics), by pure deduction and by trial and error.

the primary function of the code below is to play a scene with custom animation events already recorded within the 0_master.HKX file (FNIS Animations). An event which normally does not work if you call the PlayIdle () function. Eg: ssl animations, Shake it, Fnis, etc.

 

I'll take the player and Mjoll as examples in this scene, probably you'll modify that.

 

 

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Well, I hope that this serves well to anyone who wants to do the same thing that I did. :thumbsup:

 

Best Regards

 

 

Metall

Edited by metall87
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