Arocide Posted January 3, 2015 Share Posted January 3, 2015 (edited) It can be redone, the blending construct can be used on any Clip, states or even behavior tree references (Anything it refers to as a Generator), The blend Fore is referring to uses BlacksmithSharpeningWheelSpin.HKX with only the Bone weight for the Camera3rd [Cam3] Bone set, so it practically controls the 3rd person camera for the duration of the behaviour and leaves the movement upto the actual behaviour state (It does this by sending a StartAnimatedCamera event with "Camera3rd [Cam3]" as a 'payload' which seems to be for the engine to tell it should bind the camera to the bone...At least that's my guess). You might want to look into the forge.hkx behaviour file, forge is a little funny it's one of the only furnitures that has a havok skeleton and behaviour file, KF animations are used though. Edited January 3, 2015 by Arocide Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 3, 2015 Author Share Posted January 3, 2015 So lets say I understood few of what Its needed, if I want to make all what is needed. In my 3d program and let someonelse then implement ingame for me , what should. I work on ? Should I import a skeleton , a character , a tool , create the new bone system for the tool ,create a loop with the character and export it to nif ? ( what settings ?) anything missing ? Link to comment Share on other sites More sharing options...
fore Posted January 3, 2015 Share Posted January 3, 2015 What do you mean by "like that"? Everything what is necessary from the behavior point of view is available in FNIS right now. These peculiarities I mentioned upfront only for the case you would try to replicate the spinningWheel and get a different result The blending construct (including bone weights) is probably used to add leg and arm movement to the regular sitting animation, and to add animated camera to the scene. But both is not really necessary. The movement can be part of a sitting animation itself, and so can the animated camera. What is probably more of a problem for you, and which is beyond my power, are those 2 AnimEvents which are send (tailSharpeningWheelEnter and ...Exit). Not that this would not be possible with FNIS. With FNIS 5.3 you will be able to send arbitrary AnimEvents and set arbitrary AninVars. But these 2 AnimEvents are nowhere received in the behavior files, and they are nowhere to be found in the script sources. Which is a clear indication that the engine does something HARDCODED for this specific animation (making the wheel spin). And this is something you will not be able to inttroduce for your boat. So "like that" will probably not work for you, independent of FNIS. Link to comment Share on other sites More sharing options...
fore Posted January 3, 2015 Share Posted January 3, 2015 It can be redone, the blending construct can be used on any Clip, states or even behavior tree references (Anything it refers to as a Generator), The blend Fore is referring to uses BlacksmithSharpeningWheelSpin.HKX with only the Bone weight for the Camera3rd [Cam3] Bone set, so it practically controls the 3rd person camera for the duration of the behaviour and leaves the movement upto the actual behaviour state (It does this by sending a StartAnimatedCamera event with "Camera3rd [Cam3]" as a 'payload' which seems to be for the engine to tell that it should bind the camera to the bone...At least that's my guess). You might want to look into the forge.hkx behaviour file, forge is a little funny it's one of the only furnitures that has a havok skeleton and behaviour file, KF animations are used though. Wow. I haven't noticed you before. So much insight I have VERY, VERY rarely seen before. May I ask where it comes from, and even more, what you intend intend to do with your insight? Behavior knowledge is ALWAYS welcome. :smile: Now that you looked into the bone weights, I'm even more confused than before why they used such a construct just add the AnimCamera. That could be done by adding it directly to the main animations. And there is no condition or something which would make it variable. And FNIS is able to activate the AnimCam already. Not with a blendergenerator, of course. Link to comment Share on other sites More sharing options...
Arocide Posted January 3, 2015 Share Posted January 3, 2015 (edited) Wow. I haven't noticed you before. So much insight I have VERY, VERY rarely seen before. May I ask where it comes from, and even more, what you intend intend to do with your insight? Behavior knowledge is ALWAYS welcome. :smile: Now that you looked into the bone weights, I'm even more confused than before why they used such a construct just add the AnimCamera. That could be done by adding it directly to the main animations. And there is no condition or something which would make it variable. And FNIS is able to activate the AnimCam already. Not with a blendergenerator, of course. Hey, I am kinda new. I chatted to you a bit in your comments section about, FNIS triggers if I remember right. One thing led to another and while i've been working on a project with another modder i've been researching the behaviour files. I have you to thank for learning the general layout pretty quick (and of course those who made trawling the files possible). That and i've worked with Unity 3d and UE3 locomotion systems at one point, not professionally I just found it interesting (Terrible with 3ds MAX though, just terrible). Anyway that's enough about me :wink:. I'm not really sure either why they did it. Perhaps it was to save time? or maybe it is something to do with how it interacts with the grindstones graph. If I am reading the behaviour file for it right though, it actually blends the havok animation files with the nifs embedded GameBryo animation. It also seems to implement events that are from the MT_behaviour tree / Master (or they just named them the same to remember). As for what I am doing :D, I am working with foster on a new version of Fully Animated Meals and Potions. After that I am not really sure. EDIT: It seems the animation is blended for triggers and sounds, so I am guessing KF didn't support either? Edited January 3, 2015 by Arocide Link to comment Share on other sites More sharing options...
Arocide Posted January 3, 2015 Share Posted January 3, 2015 (edited) So lets say I understood few of what Its needed, if I want to make all what is needed. In my 3d program and let someonelse then implement ingame for me , what should. I work on ?Should I import a skeleton , a character , a tool , create the new bone system for the tool ,create a loop with the character and export it to nif ? ( what settings ?) anything missing ? Just to give you my take, if you want to pursue this look at both the forge.hkx and .nif files The may help you as well sharpeningwheel files as well, those could be a starting point for your animated furniture. Beyond that I can't really say what else for you to do at this time, that would be up to you to find out and well to be honest I only understand the relationship (Between Animated Furniture and Character) in theory, based on what I've seen so far. So, I could be pretty far off the mark. Edited January 4, 2015 by Arocide Link to comment Share on other sites More sharing options...
GFXWTF Posted February 16, 2017 Share Posted February 16, 2017 Well, speaking from the direction of having absolutely no clue of how to implement this- It is most definitively possible. Bethesda managed to add certain animations to furniture, sitting on a chair, pulling lever, etc... If in any way this is locked off (or something).I don't suppose one could script this? Animation activates when player activates referenced object- and go from there. Rowboats I believe have been attempted before, so it is most likely possible, though they have a habit of taking in a lot of water. I am posting this knowing full well that I got absolutely nothing worthwhile to add on the topic of 'how to' implement, but just to state to the obvious, it is 'Likely' possible :smile:Is there any way to simply make an npc use the horn/trumpet animation? Like a command or something... I don´t have creation kit, but if it´s needed I´d use it. Link to comment Share on other sites More sharing options...
fore Posted February 16, 2017 Share Posted February 16, 2017 A rather necromanced post, and has nothing do to with "furniture". But well. What do you mean by "npc use"? A console command? That's possible with SendAnimEvent IdleBlowHornImperialorSendAnimEvent IdleBlowHornStormcloak Everything else becomes more complicated. Link to comment Share on other sites More sharing options...
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