shadowpaladin0 Posted March 16, 2013 Share Posted March 16, 2013 Hey all, I've been looking at trying to force the player to play an animation through scripting and have had mixed results. Specifically, I'm trying to get the player to use the bash animation and have it actually use the bash attack. What I've been seeing, though, is that while I can get the player to play a bash animation that's fairly close to the actual one in the base game using .sendAnimationEvent(), the result is a standard melee swing that just looks like a bash. My understanding is that the Havok system requires that all sorts of conditions and transitions have to be hit before the animation typically gets called, so maybe there's a specific order to the animation events that I just haven't found yet. Has anyone had any luck with forcing animations that follow their default behaviors? Link to comment Share on other sites More sharing options...
blackninja50 Posted March 16, 2013 Share Posted March 16, 2013 FNIS basically dose what your asking. Link to comment Share on other sites More sharing options...
shadowpaladin0 Posted March 16, 2013 Author Share Posted March 16, 2013 I'm not trying to make or play new animations, just existing ones in the game. Are you suggesting I put the vanilla Skyrim bashing animations into a folder and attempt to run FNIS behavior updater? That seems like a large amount of overkill just to get the bash animation to work like an actual bash. Link to comment Share on other sites More sharing options...
blackninja50 Posted March 17, 2013 Share Posted March 17, 2013 I thought you where just asking for a way to force animations, sorry I just skimmed your post because it was late :sweat:. Link to comment Share on other sites More sharing options...
fore Posted March 18, 2013 Share Posted March 18, 2013 The problem is that just sending a SendAnimEvent() that LOOKS like the one you want often is not what you expect. Often these kind of animations follow a certain sequence of events, and you need to find the right star event. And then there are always conditions which need to be met (behavior variables and attributes) This is usually done by the game engine, and when you don't set them accordingly, you will get incomplete results, like what you experienced. Now finding this information is not that trivial. Just the (humanoid) character bevavior, translated into xml code, contains several million lines of cryptic information. So you have to understand that I will not simply look into your problem and give you the right information. Too tired of doing it all the time for FNIS. But if you are really serious you can use my tool CondenseBehavior (see my signature). This will allow you to relatively easy to find the structure into which this AnimEvent is embedded. Link to comment Share on other sites More sharing options...
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