Jump to content

Adding custom animations to vanilla idle markers?


Katy420

Recommended Posts

Thank you <3 thank you <3 thank you! <3

 

I feel so damn dumb, I don't know WHY I would think it would be intuitive, like have a list called "idle animations" which are fully functional idles on their own, add them to an idle marker, and they work. So STUPID, I've been modding way too long for that, but that is totally what I thought. And (embarrassingly) I didn't even think about generatefnisformodders.exe, I've never used it and kind of forgot it existed.

 

I'm in class but will give this a try when I get home, I think I'm finally getting it.

 

(Edit, I'm stuck on my laptop for the next few days, out of town, and it can NOT handle Skyrim or the CK, so I haven't gotten a chance to play with it yet. And I'm stuck being bored in a hotel room with nothing but forums to occupy my time because this town is an armpit :( On the upside lots more people in troubleshooting are getting help I guess. But as soon as I'm back I'll update this)

Link to comment
Share on other sites

  • 2 weeks later...

Thanks so much for the help :smile: I got it working just fine after I added them in the CK, but there's some weirdness I'm still trying to smooth out-- there's no walking animation for them, which is fine for where I was gonna have them, but they don't seem to wanna stay still at the marker until the animation's over (which they seem to do with the drunkindles and drinkingidles so like WTF). Everything works now though, and I did a lot of digging through the generateFNISformodders documentation so I feel a little smarter now at least. Just need to figure out how to get them to stay put, and I was wondering if it'd be possible to do the same thing in a furniture marker (there's a longpipechair animevent) then I know they'd stay put, plus they use those way more-- But I wouldn't want it to be a new furniture marker, so I'm digging into how that works..... But anyway now I know it can be done and that means it can be done with other stuff too :smile:

Link to comment
Share on other sites

Add the parameter "-AVbAnimationDriven" to your animation definition.

 

Usually animations have nothing to do with motion. Animations move bones, they don't move characters. With a few exceptions (like stagger, turn, bump) movement is either caused by input devices (player) or AI (NPCs). Therefore you need to suppress AI. And that can be done setting this animation variable "bAnimationDriven" during the animation.

 

Furniture animations are always setting this variable. So that's their "secret of success".

 

Setting "bAnimationDriven" true actually means that any motion/rotation data is provided by the animations. And since you do not provide such data, the character remains rock steady. If you would like you could actually define motion data on top of that for your FNIS animation (with MD, RD). With that you could let the character circle around your marker. Or levitate him. Something I'm doing with the FNIS Flyer.

Link to comment
Share on other sites

So glad it's that easy! Makes sense why they wouldn't have felt the need to define them that way since in the mod it's only ever triggered for NPCs by a spell (or in the case of the one NPC who's always smoking he's not going anywhere) anyway. I just started looking at some of what that stuff means though, you saved me a ton of time and crossed eyes from staring at .txt files :smile:

 

You are awesome :smile:

 

Oops, spoke too soon.

 

I'm getting errors when I try to use generateFNISformodders with the new animation list-- where is it supposed to go, I've tried several ways of entering the line but just as an example

o -a CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazed

is the line that works, but if I try to squeeze in ad (for bAnimationDriven), like this....

o -a, ad CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazed

I get errors trying to run the generator. I'm positive it's just syntax but I tried it several ways and it looks like the examples.... Also since I would want this to be compatible with the main mod, since I'm changing the definitions should I rename the events/IDs/files and make my own list, or will my animation list just overwrite theirs and be OK after someone runs generateFNISforusers? They don't need to be unique from the main mod like functionally, as long as it overwrites that's fine (they don't need to move in Cannabis Skyrim so there's no reason not to have that restriction) but it says something about all animations having to be unique for all folders and across all mods. So to change something should I just start from scratch with new names for everything?

Link to comment
Share on other sites

ad?

 

Then don't use o as a command (that's deprecated). Use "b -o" instead?

 

And dont leave spaces between the different parameter. So your line schoud read like

b -a,o,AVbAnimationDriven CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazed
Link to comment
Share on other sites

I thought that because your documentation says this under "syntax of animlists":

md=  motion driven
"motion driven" = motion during animation defined by actor's package or player keystrokes
"animation driven" = motion defined by animation's motion data (e.g. for bump and turn)
Although most animation files have no motion data, default mode is "animation driven".
The reason is that "ad" switches off the actor's AI (the actor will not be moved around).
To keep the actor's AI during the animation, you need to set the parameter "-md"

And the example looks like this:

b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx

So to me the syntax looked like.... my examples? Except for the "basic" part you add in your post... I know nothing and now I feel like I know less from your answer :sad:

 

Before, I just copy/pasted a line from the original FNIS_Cannabis_List.txt, this--

o -a CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazed

that wasn't something I made, the spaces were there in the original animlist, so was o as a command-- and it works. I didn't know how or where to put that parameter (AVbAnimationDriven) based on what I was told, I looked it up and filled in the blanks.

 

I'm guessing I should just start all over with the animation files only, rename them, and follow what it says in the generateFNISformodders documentation for making a new FNIS dependant mod.

 

(please keep in mind I know nothing about animation and very little about programming)

Link to comment
Share on other sites

Sorry, sorry, sorry. The confused one is on this side. I haven't worked with those simple type of animations for such a long time that I totally forgot about the animationdriven being the default now. After a long time of being not.

 

So the only thing you did wrong is to add a space between the options, and asssume that "ad" is an option that you can use instead of "AVbAnimationDriven".

 

So I think I was confused by your sentence "Just need to figure out how to get them to stay put". I assumed that you meant they were wandering around after starting the cannabis animation. Most likely you talk about NPCs not staying in place when being bumped in by the player or another NPC. If so: no there is nothing you can do with animations.

 

That's why Bethesda made this furnitures, and have added this rather complicated furniture/animation relationship in the CK. Whenever characters are standing rock steady at some place then with the use of furniture markers. Like this Jon Battleborn lean marker at the Whiterun market.

Link to comment
Share on other sites

  • 3 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...