ghosu Posted October 23, 2012 Author Share Posted October 23, 2012 (edited) Naaah not again already explained it a few dozen times :D Just want to move a rifle's reload bolt to reload. Short version: 2 kinds of animations in Skyrim: 1. Using havok (like bow/crossbow) - model attached to skeleton, havok animations can be started when you shoot or whatever, animation file move bones, bones move model. Original crossbow skeleton/bones don't fit musket model, can only adjust it slightly...so this won't work. 2. NiController Animations inside the nif (i guess the chainsaw uses something like that), this animation is directly inside the .nif and moves meshes/vertices, this would work fine BUT it is time controlled. Like when you equip the item 10 seconds later the animation starts to play, can't link it to an ingame event like shoot/reload. Afaik Oblivion used directly .kf files, so in Oblivion it would be doable BUT Skyrim uses havok files that need a skeleton to animate. Fallout uses a different system as well. So when i say "Animation is not working" then 1000 people come with stuff like the 2nd animation version above (that is of no use) or idle animations and whatever...it's a pain in the *ss to explain each time that this won't work. The ultimate thing would be to use version 1. and move the mesh, not bones - but found no way yet. The 2nd useful solution would be version 2. but link the start of an animation too an ingame event (shoot/reload) but i don't think that you can skript that. Already tried several out of the box ideas but it's really getting boring after dozen of hours without progress, i guess less than 1% of modders have a clue 'bout that but 1. i haven't seen a single mod yet that uses something similar (nooo, not idle or nicontroller animations) and 2. i get no reply from the *cough* "modder elite" - just don't care or have no idea as well. Edited October 23, 2012 by ghosu Link to comment Share on other sites More sharing options...
ghosu Posted October 27, 2012 Author Share Posted October 27, 2012 (edited) As mentioned several times i won't continue working on this alpha version since it's not possible to add a proper weapon/reload animation and so on. THOUGH i deciced...MAYBE (!!!) i continue my work with a new model, just finished my Hobbit Weapon Pack so i can work on a 2nd project. Not a bolt action rifle since the reload animation is simply not doable. A musket model / flintlock rifle might work, at least with one rotating part (the lock) like in the alpha, maybe i can tweak it a bit so it looks ok in 1st and 3rd person - using the same model. So IF (!!!) i continue my work i want to add/overhaul: New musket model, better textures, better (smoke) effects, different sound effects/set to choose from, craftable musket balls/gunpowder, bayonett+powderhorn, add it to leveled list / guards, foreign merchant (so finally i find usage for my Steampunk Mask) that sells musket and supplies blabla...i would set it up as a new mod from scratch since the alpha version is a bit messed up. Texturing and effect preview/tuning will be fun since my computer is so damn slow and blurrs quite everything, can't afford a new one atm...so if you've got a left over high end computer - i would appreciate it :D Just found a flintlock rifle that i really like, accidentally it's an Austrian type (like me)...so we will see IF i find the time and the motivation to continue the whole thing, BIG MAYBE, can't guarantee anything...greetings Edited October 27, 2012 by ghosu Link to comment Share on other sites More sharing options...
tgpomy Posted October 27, 2012 Share Posted October 27, 2012 That would be awesome If you decide to overhaul. :biggrin: Link to comment Share on other sites More sharing options...
ghosu Posted October 27, 2012 Author Share Posted October 27, 2012 (edited) All future updates (if i continue my work): http://forums.nexusmods.com/index.php?/topic/817324-project-flintlock-wip/ Edited October 27, 2012 by ghosu Link to comment Share on other sites More sharing options...
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