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Changing single animations to looped animations


Veyond

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Turning the single_play animation into a looping one is a simple parameter in node #3237 of mt_behavior.hkx. But that's only the beginning of a challenge. Because there are two problems arising.

  1. During the single-play two events are sent close to the beginning and the end of this animation. For a looping animation this is not possible. These events need to be sent differently, either by a script, or by some behavior construct.
  2. Since this is a standard animation you need to make an optional path in the behaviors for the custom execution.

And making behavior changes is an art only very few can master. If this custom grain wheel animation is meant for the player only, you could try to define that as a custom furniture animation with FNIS. But even then it could turn out problematic. There are some interactions with an actor ("slave") and a "PathTweener" which I didn't understand right away.

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Turning the single_play animation into a looping one is a simple parameter in node #3237 of mt_behavior.hkx. But that's only the beginning of a challenge. Because there are two problems arising.

  1. During the single-play two events are sent close to the beginning and the end of this animation. For a looping animation this is not possible. These events need to be sent differently, either by a script, or by some behavior construct.
  2. Since this is a standard animation you need to make an optional path in the behaviors for the custom execution.

And making behavior changes is an art only very few can master. If this custom grain wheel animation is meant for the player only, you could try to define that as a custom furniture animation with FNIS. But even then it could turn out problematic. There are some interactions with an actor ("slave") and a "PathTweener" which I didn't understand right away.

 

I appreciate it but I think that's a little above my skill level.

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