LegoManIAm94 Posted October 15, 2018 Posted October 15, 2018 With the Debug.SendAnimationEvent(ObjectReference arRef, string asEventName) function where do I find all the animation event names in the Creation Kit? I only know of "IdleSmelterEnter" and "IdleForceDefaultState". And is it possible to add/create a new animation that can be used in the SendAnimationEvent function? Any help will be most appreciated!
IsharaMeradin Posted October 15, 2018 Posted October 15, 2018 According to the wiki page: Quote SendAnimationEvent uses "Anim Events" under the Idle Manager, not the IDs. For example, to make an actor play the animation of attacking left, you must use "AttackStartLeftHand", not "LeftHandAttack" (its ID) That means in the Creation Kit go to the Gameplay menu, select Animations. In the window that appears there is a drop down box labeled "Anim Events". What you can use with SendAnimationEvent will be listed in that drop down.
LegoManIAm94 Posted October 15, 2018 Author Posted October 15, 2018 That makes more sense now. Is it possible to create a new AnIm Event? Or am I only limited to the AnIm Events that come with Skyrim? And If I can't create a new AnIm Event how do I find the AnIm Edit .nif file in the Skyrim .bsa files?
LegoManIAm94 Posted October 15, 2018 Author Posted October 15, 2018 I am trying to either create a new Anim Event with IdleSmelterEnter but instead of shoveling charcoal I want to be shoveling snow. Or I will be fine to change the IdleSmelterEnter Anim Event to not have the charcoal in the animation so all it is is just a digging animation.
jucoking Posted February 21, 2019 Posted February 21, 2019 On 10/15/2018 at 9:38 PM, LegoManIAm94 said: I am trying to either create a new Anim Event with IdleSmelterEnter but instead of shoveling charcoal I want to be shoveling snow. Or I will be fine to change the IdleSmelterEnter Anim Event to not have the charcoal in the animation so all it is is just a digging animation.Did you ever find an answer to your question? I am having the same issue and would like to know how far you got into animations. I'm trying to create a flying grim reaper, but have pretty much resorted to using "self.translateto()" scripts with XMarkerHeadings.
fore Posted February 23, 2019 Posted February 23, 2019 If you want add animations to the game then FNIS is your first choice. In the FNIS Modders' Doc you get an overwiev what you can implement using FNIS. I also made flying mod called FNIS Flyer. It is the only mod that uses animations (swimming, since I'm not an animator) and NOT means like "self.translateto()". And therefore the handling is a little "different". However there is a big problem with all flying mods. As soon as you are airbound collision is off.
jucoking Posted February 24, 2019 Posted February 24, 2019 (edited) On 2/23/2019 at 11:43 PM, fore said: If you want add animations to the game then FNIS is your first choice. In the FNIS Modders' Doc you get an overwiev what you can implement using FNIS. I also made flying mod called FNIS Flyer. It is the only mod that uses animations (swimming, since I'm not an animator) and NOT means like "self.translateto()". And therefore the handling is a little "different". However there is a big problem with all flying mods. As soon as you are airbound collision is off.Strange, I wonder how they accomplished the dragon/dragon priest animations while they float around. At this point I have a lot of work left to do and this seems like a lot to take on at the moment. I may revisit it sometime when I finish the mod to refine everything. My brother is becoming skilled at using different engines and has recently delved into animation, he is also creating my grim reaper character. I will just leave it to him in hopes that he can solve it and that everything he does can be imported. Edited February 24, 2019 by jucoking
fore Posted February 24, 2019 Posted February 24, 2019 On 2/24/2019 at 12:26 AM, jucoking said: On 2/23/2019 at 11:43 PM, fore said: If you want add animations to the game then FNIS is your first choice. In the FNIS Modders' Doc you get an overwiev what you can implement using FNIS. I also made flying mod called FNIS Flyer. It is the only mod that uses animations (swimming, since I'm not an animator) and NOT means like "self.translateto()". And therefore the handling is a little "different". However there is a big problem with all flying mods. As soon as you are airbound collision is off.Strange, I wonder how they accomplished the dragon/dragon priest animations while they float around. At this point I have a lot of work left to do and this seems like a lot to take on at the moment. I may revisit it sometime when I finish the mod to refine everything. My brother is becoming skilled at using different engines and has recently delved into animation, he is also creating my grim reaper character. I will just leave it to him in hopes that he can solve it and that everything he does can be imported. In the behavior files for the animation, in packages and sandboxes for the mocement. Like any other actor besides the player. Just 3-dimensional. And in the end, I think, everything is translated into something like translateto().
notfree25 Posted October 19, 2022 Posted October 19, 2022 In case anyone wanders in and, like myself have no idea what idle manager is, look for 'animation' under gameplay tab in the CK toolbar.
Recommended Posts