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Apply skeleton animations to magically reanimated NPC corpses.


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Certain creature animations very well can be played on the actor skeleton, but it largely depends on the bones the creature uses compared to the bones the actor has. I've seen it done with creature idles from liches, spriggans and such in "Actors in Charge". Though I haven't yet found a mod doing it with the skeletons'.

 

One can exchange the actor skeleton of the NPC wholesale by the respective creature skeleton and would exchange the entire set of animations along with it in one go. But especially with "actors" this becomes less likely to work, as the creature skeleton will be missing all those custom bones nowadays in broad use, like for moving breasts, customizable body shapes, walking sideways, movable wings, what have you. Any such parts of the actor will shoot off into infinity, if their bones are no longer inside the skeleton used.

 

The most likely way for this to work though would be by use of OBSE and toggling animation overrides via script, i.e. the moment the dead NPC gets resurrected. This is all bound to the precondition of there being the same, or close enough, bones controlled inside the animation file though, or it can't be used. I don't know the skeleton animations from the inside, yet, but if the bones are either structured or named way too differently, all the animations have to be customized/adapted first for them to work on an NPC.

 

...Though one thing will definitely not work right from the skeleton animations... the exploding bones thing when they die. Doing this with an actor, where the bones aren't disconnected like that, will look horribly weird. :sweat:

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Certain creature animations very well can be played on the actor skeleton, but it largely depends on the bones the creature uses compared to the bones the actor has. I've seen it done with creature idles from liches, spriggans and such in "Actors in Charge". Though I haven't yet found a mod doing it with the skeletons'.

 

One can exchange the actor skeleton of the NPC wholesale by the respective creature skeleton and would exchange the entire set of animations along with it in one go. But especially with "actors" this becomes less likely to work, as the creature skeleton will be missing all those custom bones nowadays in broad use, like for moving breasts, customizable body shapes, walking sideways, movable wings, what have you. Any such parts of the actor will shoot off into infinity, if their bones are no longer inside the skeleton used.

 

The most likely way for this to work though would be by use of OBSE and toggling animation overrides via script, i.e. the moment the dead NPC gets resurrected. This is all bound to the precondition of there being the same, or close enough, bones controlled inside the animation file though, or it can't be used. I don't know the skeleton animations from the inside, yet, but if the bones are either structured or named way too differently, all the animations have to be customized/adapted first for them to work on an NPC.

 

...Though one thing will definitely not work right from the skeleton animations... the exploding bones thing when they die. Doing this with an actor, where the bones aren't disconnected like that, will look horribly weird. :sweat:

Well, I expected it wouldn't be very easy and the exploding bones might be weird too. Thanks for clarifying.

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  • 2 months later...

As in this game your body comes with your clothes, i.e. body parts are exchanged by the ones inside the items worn, you'd have to edit "all" wearable items and exchange the body meshes inside by those dismembered versions as well. And then, this would affect "all" NPCs, even not-reanimated ones. And dismembered is the opposite of what everybody aims for in their bodies, seamless.

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