billypnats Posted July 1, 2008 Share Posted July 1, 2008 Animations are specific to types the different skeletons right? so why don't people make animations specific to the player? like how sheogorath has his own special animations Link to comment Share on other sites More sharing options...
billypnats Posted July 2, 2008 Author Share Posted July 2, 2008 check out this mod http://tesnexus.com/downloads/file.php?id=18125Replaces the original Walkforward animation for female DarkSeducers, GoldenSaints and(optionally) Player(3rd-person view only) with sexy one. Player is supposed to be a female, too. I've contacted the author but he hasn't replied back yet Same with this one http://tesnexus.com/downloads/file.php?id=15829 This add a new forward walk only for player in third person It's a very beta and not perfect(I'm studying on it) Make a backup of your savegame I've tried to talk to him too but... so anyways, I looked at their esps, and they changed the walk under NPC, which is recognized by putting their .kf file in specialidle (or specidle?) folder under_male folder.the thing i don';t get tho is that how they made it to just do walking cus the animation groups are fixed (can't be changed) and that they are limited (for example, walking with one hand, no weapons, two hand weapons are both called "forward" and for somereason, TES CS somehow decides what the animations are for instead of leting you choose. (put a .kd in that folder and it'll be something like backward, forward or something) Link to comment Share on other sites More sharing options...
Mur_Zik Posted July 2, 2008 Share Posted July 2, 2008 1. There are 3 types of NPC skeleion currently in-game(as far as I know): skeleton.nif, skeletonbeast.nif and skeletonsesheogorath.nif. 2. There are 3 locations were .kf files are stored: \_male, \specialanims, \idleanims. Again, as far as I understand, \_male -> basic anims, \specialanims -> alter basic anims and \idleanims -> SpecialIdle anims.3. (This is answer to your question billypnats) If you are going to replace some basic animation with a custom one and do it for specific NPC only, you should put .kf into \specialanims and then check it in CS\NPC\Animations. The quesion I would like to find out an answer is: could this "checking" be replaced by a script or not? This could give a possibility to set conditions under which the custom animation is played. This question I would adress a good scripter.S.f.m.E. Link to comment Share on other sites More sharing options...
billypnats Posted July 2, 2008 Author Share Posted July 2, 2008 From what I saw in CS, I think, none of the mods used anyscripts, which is what I'm confused about, they somehow set animgroups in the NPC editor, But CS wont let be do that. =/ perhaps a future version of OBSE could do that Link to comment Share on other sites More sharing options...
Mur_Zik Posted July 2, 2008 Share Posted July 2, 2008 AnimGroup can be set via Civ4exporter and easily edited in NifScope. As for the difference between animations of one group, it should be found in .kf to my mind, I've just never interested this. Link to comment Share on other sites More sharing options...
billypnats Posted July 2, 2008 Author Share Posted July 2, 2008 what do you mean by "found in .kf"? Link to comment Share on other sites More sharing options...
Mur_Zik Posted July 2, 2008 Share Posted July 2, 2008 I mean that engine "decides" what animation particularly is to be played, among the animations of the same group, according to the information stored in .kf's themselves. It's my supposition, though... Link to comment Share on other sites More sharing options...
billypnats Posted July 2, 2008 Author Share Posted July 2, 2008 oh dang, that sux, cus i don't know how to animate things Link to comment Share on other sites More sharing options...
Mur_Zik Posted July 21, 2008 Share Posted July 21, 2008 1. There are 3 types of NPC skeleion currently in-game(as far as I know): skeleton.nif, skeletonbeast.nif and skeletonsesheogorath.nif. To be correct, there is one more skeleton.nif. But it doesn't affect NPC's, just Player only. It's located in \_1stperson folder and differs(slightly) skeleton.nif located in \_male.P.S. I still think that .kf's of the same group have some information inside them in order the engine could manage them. But it appeared that just naming custom .kf's as original ones works perfectly;) Link to comment Share on other sites More sharing options...
VileTouch Posted July 22, 2008 Share Posted July 22, 2008 interesting. as for how to make the animations, there is no problem if you have 3dsmax and the will to do some acting with pingpong balls attached to your clothes (motion capture) also you can find a lot of mocap files out on the wild...err... internet problem for now is how to 1 convert the files to kf :S and 2 make the game recognize this custom animation, as for example i've been fiddling with making combos with the sword (much like devil may cry ones) i have made some very nifty animations, but... again, making it work right with oblivion is... well, at least difficult now the question: clothes: they are attached to the ik bones, right? so that's why we can't animate them separately, so let's say we finally get to apply a custom skeleton to the game, we could (theoretically) make some cloth simulation...errr.... simulation by attaching them to some custom bones and animating them via script accordingly, much what kendo does with this mature mod Link to comment Share on other sites More sharing options...
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