McGilberts Posted October 22, 2016 Share Posted October 22, 2016 Hi, Im currently trying to add some animations i made to the game but i don´t get how to actually do it. For now i made a new Race and set it as additive to the HumanRaceSubGraphData, added the path of my animation and created a keyword that is used in "ActorKeyword".As Behaviorgraph i think i should use MTBeahvior, because its a running annimation ?But what now ?What else i have to do ?And how is the animation triggered in game ? just when a Actor has the "ActorKeyword" ? I would be glad if some could share some knowledge here... Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 22, 2016 Share Posted October 22, 2016 So basically you have a running animation replacer? Link to comment Share on other sites More sharing options...
McGilberts Posted October 22, 2016 Author Share Posted October 22, 2016 Basically yes, when actually overriding an existing animation my animation is working.But i fail to get the concept of adding it to the game without replaceing an existing animation. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 22, 2016 Share Posted October 22, 2016 You should check idle animations menu under gameplay in CK. Any animation is handled from there by condition checks. But I wasnt able to call external animation from there, try if you manage it, please let me know. Link to comment Share on other sites More sharing options...
McGilberts Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) I already got animation to work with the IdleWindow method.But i frequently read that there is a way to add them via the SubGraphData. Edited October 22, 2016 by McGilberts Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 23, 2016 Share Posted October 23, 2016 So how have you managed to get external animation working from idleanimations? Or you are saying that you got them working for replacer animation? Link to comment Share on other sites More sharing options...
steve40 Posted October 23, 2016 Share Posted October 23, 2016 http://www.creationkit.com/fallout4/index.php?title=Subgraphs Link to comment Share on other sites More sharing options...
McGilberts Posted October 23, 2016 Author Share Posted October 23, 2016 So how have you managed to get external animation working from idleanimations? You´re adding an Entry to the RaiderRootBehavior under LOOSE give it an ID, set the Path to your animation and set AnimEvent to one of the dynamic ones (dyn_activation, dyn_activationLoop etc ).Then you´re calling an Idle type Property filled with that object with " actor.PlayIdle(yourProperty) " via a Script ... et voila. http://www.creationkit.com/fallout4/index.php?title=Subgraphs I was looking on that site for quite some time but haven´t read the most important thing... i haven´t named my animation correctly.Now everything is working. Link to comment Share on other sites More sharing options...
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