StormWalker183 Posted February 6, 2013 Share Posted February 6, 2013 Are creating brand new (non-replacing, non-idle) animations such as combat animations still impossible? I've sorted through literally hundreds of pages of info on creating custom animations to replace existing ones, creating new races, etc, but none are newer than early December 2012. I was wondering if anyone had figured it out yet, or if I've been wasting the last several days searching for a way to implement my 1-handed crossbow as a completely standalone weapon. Link to comment Share on other sites More sharing options...
Eckss Posted February 6, 2013 Share Posted February 6, 2013 Check out FNIS. It has a tool for Modders to use in creating additional custom animations. Link to comment Share on other sites More sharing options...
StormWalker183 Posted February 6, 2013 Author Share Posted February 6, 2013 I was under the assumption that one could only use FNIS to add idle animations. Can it add weapon/combat animations as well? Link to comment Share on other sites More sharing options...
Eckss Posted February 6, 2013 Share Posted February 6, 2013 Fore refers to all animations as 'idles'. So, yes.Good luck. I look forward to trying your mod out. :) Link to comment Share on other sites More sharing options...
StormWalker183 Posted February 6, 2013 Author Share Posted February 6, 2013 Fore refers to all animations as 'idles'. So, yes.Good luck. I look forward to trying your mod out. :) Sweet. Thank you for clearing that up. I was about to give up hope. Link to comment Share on other sites More sharing options...
fore Posted February 6, 2013 Share Posted February 6, 2013 Making non-idle animations (like combat) is theoretically possible, but practically I don't think there is a chance ever. But there is another solution. Does anyone know the 2 Oblivion mods DR6 and CCAO. These mods made a new combat system by switching off vanilla combat, and replaced all combat animations by idle animations. Of course all combat effect, sonds, stagger, damage, ... had all be simulated by scripts. A lot of work, but doable. And one of my dreams that one day we will have such a Skyrim mod based on FNIS. About idles: Beth has added a lot of confusion about the naming of "Idles", because in the CK they define something I would call animation objects in a window named "Idle Animations". But the only animations I don't find there are the diffferent walk/runs, and regular attacks. Even power attacks are in there. So what I define as idles are animations which a character does when a character is doeing nothing else. Like dancing, eating, having fun. They are relatively easy to implement with behaviors. Everything else is pure pain. Link to comment Share on other sites More sharing options...
StormWalker183 Posted February 6, 2013 Author Share Posted February 6, 2013 Hmm, I see. Sounds like I'll have to delve into scripting as well then. You say power attacks are included in idle animations, so technically, if I assigned a weapon to only have a power attack (not sure if that's even possible...), I'd be able to fully custom animate my weapons, correct? Link to comment Share on other sites More sharing options...
gulogulo Posted February 7, 2013 Share Posted February 7, 2013 Sorry to interrupt the thread but if anyone is interested in making new animations for werewolves/beasts please contact me. I need sneak animations, perhaps bite animations and tail attack animations for my green bane and alpha werewolf. Link to comment Share on other sites More sharing options...
MikeDavis Posted February 9, 2013 Share Posted February 9, 2013 Man can this be posible to make something like this: to create and "ilusion" that the unit is moveing\attacking: Movemant: When u hold up arrow key the unit gets teleported in front of him a very short distance + the walk animation is forced to play--> given the ilision the the unit is walking good. Attack: Simply play an idle animation when the unit attacks + an script that will dmage the units in from on you depending the facing angle of you. Cant this be posible for at lest an enemy custom unit?In Warcraft3 this was posible to do and it was easy. Link to comment Share on other sites More sharing options...
fore Posted February 9, 2013 Share Posted February 9, 2013 Hmm, I see. Sounds like I'll have to delve into scripting as well then. You say power attacks are included in idle animations, so technically, if I assigned a weapon to only have a power attack (not sure if that's even possible...), I'd be able to fully custom animate my weapons, correct?No, I didn't say power attacks are idle animations, I said that even power attacks are defined in a window called "Idle Animations". I really recommend that you look into that part of CK. (Gameplay -> Animations -> Actors\Character\Behaviors\0_master.hkx. And this is only the CK part, and makes the connection to the appropriate Behavior data (via AnimEvents). And no, you can't assign animations to a weapon. Animations are race specific. Man can this be posible to make something like this: to create and "ilusion" that the unit is moveing\attacking: Movemant: When u hold up arrow key the unit gets teleported in front of him a very short distance + the walk animation is forced to play--> given the ilision the the unit is walking good. Attack: Simply play an idle animation when the unit attacks + an script that will dmage the units in from on you depending the facing angle of you. Cant this be posible for at lest an enemy custom unit?In Warcraft3 this was posible to do and it was easy.Sure, it's possible. What you describe is nothing else but a specialized form of a CCAO like mod that I have mentioned in my previous post. Link to comment Share on other sites More sharing options...
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