Vedamir Posted July 27, 2016 Share Posted July 27, 2016 (edited) Hi! For the beginning - sorry for my non-native English:)Okay, so... I'm animating the player character via script OBSE command "ToggleSpecialAnim". All was going well until I've got to fight anims.It seems that game engine, or something else, is trying to "mix" my own animations with the default ones. And it looks like this happens totally on random - there may go few my anims in a row, then one or two defaults, then my anims play again...Here is TDT output for this magic: http://image.prntscr.com/image/eb6c6c56a506406183e227a0b3e0d486.jpg - when game plays default animation http://image.prntscr.com/image/d3dfe5b3f7254bf7b0331f08327ac809.jpg - when it plays my animation, as it should be always Responsible animations are this four(for 1H weapons):onehandattackleft onehandattackleft_chop onehandattacright onehandattackright_chopTrying to change/delete text keys a:R or a:L from anims done nothing to solve this issue(excepting breking my anims if deleted :smile:).This happens only when standing; when character runs attacking - all work fine. So, if somebody knows more about such mysticism, or just has any idea of it, please answer here about it:) =========================================================================================================================================================================UPD 29.07.2016 I found first "dependence" about this behaviour:http://image.prntscr.com/image/4623c6b0808c4d9189ffeab02cc1d0f2.jpg But now i can't figure out, what this "count" parameter actually is... Google finds only general descriptions of debug text. =========================================================================================================================================================================UPD 31.07.2016I figured out that this "Count" means the count of armature bones, involved by animation file. So, this is useless thing for me:) Edited July 31, 2016 by Vedamir Link to comment Share on other sites More sharing options...
motarx Posted August 3, 2016 Share Posted August 3, 2016 You could try blockhead for pc/npc/race anim replacing. Link to comment Share on other sites More sharing options...
Surilindur Posted August 3, 2016 Share Posted August 3, 2016 Oblivion Reloaded should also have some animation-related scripting commands available, I think. No idea how compatible they are with the Blockhead animation things, though. Maybe they work together, maybe they do not. Link to comment Share on other sites More sharing options...
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