Ghogiel Posted September 17, 2012 Share Posted September 17, 2012 (edited) Well looking at that, it's nor how F3 does it. Seems that these weapon kfs must be pulled into the mix via a behaviour file or straight linked to in the weapons Ck entry . Basically what that kf is is just the controlled blocks for the weapon> it's the same animation that is in the nif. But no character animation. Basically what they have done is just separate the weapon controllers into their separate animation file. So you could make your animation and add some new controlled blocks to that kf> select the NiControllerSequence and change the num of controlled blocks to however many bones your gun has, and then update the array and name the blocks according to your bones, copy pasta the NiTransformData's and link them to NiTransformInterpolators. Now your animation is IN that kf. however the character would still perform all the crossbow motions, even if the musket itself animates correctly, so you might not even want to do that. The thing to really figure out is a>if you can add new attack animation types at all, or see if there are ones in the CK that are unused. (beth might have left a bunch to use for things in DLCs, eg crossbows. ) look in the weapons animation pane in it's CK entry. and b> how the f*** behaviour files are set up and how to link your new animation set into these files. The actual animation isn't what is going to mind bend you, it's getting it into skyrim and hooked up in addition and not as a replacer. Edited September 17, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
ghosu Posted September 17, 2012 Author Share Posted September 17, 2012 Okay, thx so far...will try to get it working - somehow :)see you around and thx again! Link to comment Share on other sites More sharing options...
ghosu Posted September 21, 2012 Author Share Posted September 21, 2012 Hi My new topic: Hello Since it seems to be impossible to add a custom skeleton for weapons to create fitting animations i have to think out of the box.i played around with loop animations, animations that are saved within the nif that start playing when you equip the item. Is there a way to trigger such an animation in the same moment as i play a .hkx animation like crossbow_release.hkx? I once created a hidden armblade without using .hkx animations, there were 2 nif files...blade sheathed and unsheathed, the unsheated one started with an animation within the nif that moved the blade out of the sheath/arm. When i equipped the weapon it used the nif without animation but in the moment i raised the weapon (R key) it changed to the other nif and started with the unsheath animation - the change to the 2nd nif was triggered by a script someone else wrote for me.In fact it was similar to the script used in the mod for the Dwarven Armblade. http://www.youtube.c...HjfqxLzpc#t=51s The only problem with this script was when it changed to the 2nd nif you saw a uneqip/equip animation before it started with the animation...so it would be great to use only one nif and trigger the animation within at the right moment, when i attack (same moment as it plays .hkx animation or when i click left mousebutton or whatever), maybe using a script or whatever- i guess this is impossible as usual but maybe someone has got an idea :D greetings greetings Any ideas 'bout that? There must be an "out of the box" solution :D Link to comment Share on other sites More sharing options...
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