Difference between revisions of "Talk:Animation Tab"

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imported>Maian
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:: Well, when there is a breakthrough, post and/or email me. It would be much appreciated. I got a quest with a mute/silenced man that would be greatly improved by custom pantomime. --[[User:TwelveTwo|TwelveTwo]]
:: Well, when there is a breakthrough, post and/or email me. It would be much appreciated. I got a quest with a mute/silenced man that would be greatly improved by custom pantomime. --[[User:TwelveTwo|TwelveTwo]]
::: Repost from the [[Wish List]]: "I've just thought of a nifty workaround, but I'm not sure if it'll work. Although new animation groups can't be created, new animations can be directly linked to animation files in the Idle Animations menu. Create a new .kf file and make sure the animation group it belongs to is an existing idle group (this is specified within the file). Put it in the idleanims folder. In the CS idle animation menu, create a new animation, put it before all the other animations within the same skeleton, and link it to the file you just created. Add a condition that can only be met by a custom script (maybe a global variable check). In the script that will fire off the animation, make sure the condition is satisfied in the script, then call PickIdle."
::: I'm testing out the idea right now. I've got it to kinda work, but I'm getting some crashes...trying to isolate them. It also kinda screws around with 1st person view during the animation.
::: --[[User:Maian|Maian]] 07:12, 23 April 2006 (EDT)





Revision as of 06:12, 23 April 2006


How does one make new animations? -TwelveTwo

I've been looking into that. Bethesda used the NetImmerse "KF" format. I don't know how to duplicate the format, but I'm sure someone else will figure it out eventually if Bethesda doesn't release a conversion tool. The problem, however, lies in adding new animations into the game.
I imagine it's as easy as defining a new animation somewhere and then dragging/dropping it into the this animation list. It looks like the way they built the game this time supports adding new animations without any trouble. Except... I can't find any way to actually add the animations.
Right now the only thing I can see is in the object window under Miscellaneous -> AnimObject you can give objects an idle animation and play them using an AI group: UseItemAt_Package.
Would love to know more info on this if anyone has any. There has to be some way to do this. It would have been silly to hard code these because they're unique for every type of monster, etc. --Stickman 01:48, 28 March 2006 (EST)
Well, when there is a breakthrough, post and/or email me. It would be much appreciated. I got a quest with a mute/silenced man that would be greatly improved by custom pantomime. --TwelveTwo
Repost from the Wish List: "I've just thought of a nifty workaround, but I'm not sure if it'll work. Although new animation groups can't be created, new animations can be directly linked to animation files in the Idle Animations menu. Create a new .kf file and make sure the animation group it belongs to is an existing idle group (this is specified within the file). Put it in the idleanims folder. In the CS idle animation menu, create a new animation, put it before all the other animations within the same skeleton, and link it to the file you just created. Add a condition that can only be met by a custom script (maybe a global variable check). In the script that will fire off the animation, make sure the condition is satisfied in the script, then call PickIdle."
I'm testing out the idea right now. I've got it to kinda work, but I'm getting some crashes...trying to isolate them. It also kinda screws around with 1st person view during the animation.
--Maian 07:12, 23 April 2006 (EDT)



New Question - How could i replace the walk animation with the swim animation? My ultimate goal is to create a flying spell that uses the swimming physics and animations to move through the air. I'll also be posting a question elsewhere regarding using a spell to activate this 'air swimming'. - rmullen

rmullen, just be aware that one of the reasons there isn't a levitation type spell in Oblivion is the use of world spaces. If you walk over a city wall, you won't be in the city, you'll be in a low-fi version of city buildings with no NPCs or doors to interiors. Daego 18:55, 29 March 2006 (EST)
Thanks for the heads up, i also realized that was probably why there was no levetation spells. I'm willing to overlook the problem, and move forward on the spell. If you have any ideas on how to accomplish the effect, please let me know. It may be possible to put a ceiling on the spell effect. - rmullen
A little off topic, but I'm sure someone could create a series of scripted objects which teleports you into the appropriate cell to/from the city when you grow near enough to it (i.e., when you've actually flown into the city limits from the world cells, or bumped into the invisible ceiling within the city cell).
If that feature was in place, there would be no need to worry about imposing caps on the altitude or anything like that. The approach to or from the city could be a little awkward-looking, graphics-wise, but I'm sure most people would overlook that problem since the effect would be so neat. ;-)
By the way, use (tilde)(tilde)(tilde)(tilde) (e.g., four of the "~" symbol in a row) to sign with your user name and the current date. --JT 13:56, 31 March 2006 (EST)