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Super Mutant Animations?


mastar891

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Hello everyone,

 

I'm working on a pretty large mod that'll probably take a long time, but before I get into that on a later date I have a very unrelated question to it.

 

Basically I want to crucify a super mutant (gasp) and I have the crucifix + animation set up and I linked the creature to the animation and made a Travel package for it, but for some reason the giant beast won't perform the animation.

 

I was wondering if it's because super mutants simply cannot do that animation, or if I'm doing something wrong.

 

Thanks!

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The crucifix animation is set up for a human skeleton (armature). Super mutants have a different skeleton.

 

If you want to crucify a super mutant, you'll have to come up with your own animation for it. Or create a static mesh for it if you just want him hanging there and don't need him to move at all.

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The crucifix is a furniture object and requires special idle animations that must be created to "sync" with it. There are various animations requied for the different states, entering, idle, exiting, etc. and need to be defined and conditioned properly in the Game play Idle settings. These are already setup for the human skeleton but to reproduce it for super mutant would require multiple custom animations, new entries in the Game play settings under super mutant.

 

You possibly skip that by making up only one animation of the supermutant in the crucifix position / pose and then put him in place via scripting.

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Ahh I understand, are there any tutorials worth recommending to make custom animations? I have experience making and editing custom meshes for the GECK but I've never tried making animations. I know it has to do with KF files, but that's as far as my knowledge goes with it.

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