Jump to content

[LE] I need some information on Havoc hkx files


hubbawubba

Recommended Posts

So, I got this animation with a scene leading to another scene to a third scene. If I attempt to create a new animation of the second scene for example, it does not work. I want to know how hkx files are connected. Also, how are they connected to the behavior hkx files. Any information is appreciated.

Link to comment
Share on other sites

What kind of information? What is "it" that doesn't work?

 

Do you know FNIS? FNIS Spells?

 

Read the FNIS for Modders Documentation.

 

Hi, fore, thanks for the reply and thanks a lot for the FNIS mod.

 

Yes, it is FNIS, and it's an animation in the adult framework mod that I am trying to take one of its stages to use in my mod. It is the drinking stage where two actors are drinking. I want to take only the non-adult stages and put them in a custom animation of their own. I saw that the animation scene had three stages, and I need the second stage only. I have created a custom animation before of one scene and it worked, though, it was the first scene within the animation. The stages in animations are connected somehow, I am trying to find out how.

 

The only solution that I have found was to lower the stage time to 0 or -1 but that would mean I would have to display the adult stage, for a second, which I do not want.

Link to comment
Share on other sites

If you want to find out how, then you have to look into sexlab.

 

There are no "stages" in animations. These things have to be implemented into scripts. FNIS only provides the means to define single custom animation files. And, as a convenience, can sequence several animation files as "sequenced" or as "furniture" animations. See the FNIS for Modders doc for details.

Link to comment
Share on other sites

I have looked into the SL code, it defines animations as a series of animations it calls stages. Maybe, I am wrong, I am new to modding. From what I saw and tried. Here is one snippet that works.

 

int a1 = Anim.AddPosition(1)

Anim.AddPositionStage(a1, "SomeAnimation_A1_S1")

Anim.AddPositionStage(a1, "SomeAnimation_A1_S2")

Anim.AddPositionStage(a1, "SomeAnimation_A1_S3")

int a2 = Anim.AddPosition(0)

Anim.AddPositionStage(a1, "SomeAnimation_A2_S1")

Anim.AddPositionStage(a1, "SomeAnimation_A2_S2")

Anim.AddPositionStage(a1, "SomeAnimation_A2_S3")

 

If I do something like:

 

int a1 = Anim.AddPosition(1)

Anim.AddPositionStage(a1, "SomeAnimation_A1_S1")

int a2 = Anim.AddPosition(0)

Anim.AddPositionStage(a1, "SomeAnimation_A2_S1")

 

The animation is displayed with the first scene only. Though, if I try something like:

 

int a1 = Anim.AddPosition(1)

Anim.AddPositionStage(a1, "SomeAnimation_A1_S2")

int a2 = Anim.AddPosition(0)

Anim.AddPositionStage(a1, "SomeAnimation_A2_S2")

 

The actors just freeze in place until the animation time is over. That is what is confusing me. I even looked into the AddPositionStage without luck.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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