Dark122490 Posted July 16, 2010 Share Posted July 16, 2010 Hi, I'm testing out animation scripts. Is there a way to reverse call SkipAnim on an actor? I tried Playgroup Idle 1 (Oblivion Construction Set Wiki) as well as Playgroup DynamicIdle 1 and Playgroup SpecialIdle 1 (GECK wiki) but the actor remains "stuck" in its current animation and unable to move (except rotate on its position to stare at me if it is a combatant). Thanks for any suggestions Link to comment Share on other sites More sharing options...
pkleiss Posted July 16, 2010 Share Posted July 16, 2010 I worked extensively with skipanim in the past and found it to be broke. It really does fubar your NPC when called. If you can get it to work let me know as I have given up on that command. I was trying to get a sentry bot to remain still even during dialogue (where all Actors will move a little even if they are set to be restrained). Link to comment Share on other sites More sharing options...
Dark122490 Posted July 16, 2010 Author Share Posted July 16, 2010 That is really disappointing to hear. But I'll keep working on it and trying to get some help from others. Link to comment Share on other sites More sharing options...
HugePinball Posted July 16, 2010 Share Posted July 16, 2010 I don't know if this will work or give you the results you're looking for, but instead of using SkipAnim, try calling PlayGroup Idle 1 on your NPC every frame until you want their normal behavior to resume. This may make them stutter, but if not it should make them just stand there. Link to comment Share on other sites More sharing options...
pkleiss Posted July 16, 2010 Share Posted July 16, 2010 For me, I eventually got close to the desired effect by using combinations of other functions, so its all good from my end. But I sincerely doubt SkipAnim will ever be useful. Link to comment Share on other sites More sharing options...
HugePinball Posted July 16, 2010 Share Posted July 16, 2010 From the notes on the wiki pages, I think you're right. The first and only time I've tried to use SkipAnim was recently for this, and it didn't seem to do anything - although the animation I was trying to skip was "Idle" so I don't know if that would have anything to do with it. In that example, calling "PlayGroup Idle 1" repeatedly worked fine, but because of the actual Idle animation being used (a slow, pulsing glow), if there was any stuttering it wouldn't be noticeable. That might not be the case if it was some kind of movement animation - someone would have to try and see. Link to comment Share on other sites More sharing options...
pkleiss Posted July 16, 2010 Share Posted July 16, 2010 I have that 'random anim start' thread bookmarked for future reference as I have a need for that little trick. Nice work on that btw. ;) For my testing, SkipAnim caused the NPC to flash - as in its model would oscillated between visible and invisible and then when I wanted the skipping to stop, the NPC was basically stuck and would no longer perform any animations. I had called skipanim while the player was in menu mode, and for this small part, it seemed to work. But once the player was out of menu mode, all hell broke loose as I described above. Link to comment Share on other sites More sharing options...
HugePinball Posted July 16, 2010 Share Posted July 16, 2010 Thanks :happy: - maybe I should post that as an article. There are likely differences when using these commands on Actors vs. other objects as well. In my example where I was trying to use SkipAnim on a non-Actor (an Ingestible), it didn't seem to have any effect whatsoever, positive or negative. Link to comment Share on other sites More sharing options...
Dark122490 Posted July 17, 2010 Author Share Posted July 17, 2010 Thanks for the suggestion on continuously calling Playgroup Idle 1 every frame but what I'm trying to accomplish is a "frozen" like state on the actor. In other words, I need their animation to stop dead on the current frame they are on. Playing idle doesn't do that but SkipAnim does. I guess SkipAnim is truly broken. I can't resume normal actor animation afterward. Oh well, I've pretty much given up on it now. Link to comment Share on other sites More sharing options...
Ez0n3 Posted July 17, 2010 Share Posted July 17, 2010 The pose animations on this site (here and here) come with a "Reset.kf". If you call a special idle like a pose, you can cancel it by calling the reset. Sometimes you can cancel an anim by calling the same anim again. Might help. Link to comment Share on other sites More sharing options...
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