Difference between revisions of "Anim Object"

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imported>TheMagician
(link to useitemat package)
imported>Arthmoor
(→‎Usage: Updated directions - the old ones still weren't quite right.)
 
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* To use an AnimObject in game, first create the mesh according to the below specifications:
* To use an AnimObject in game, first create the mesh according to the below specifications:
{|border="1" cellpadding="5" cellspacing="0"
|-
! style="background:#efefef;" colspan=1 | Name
! style="background:#efefef;" | Value
! style="background:#efefef;" | Data
|-
|BSXFlags
|BSX
|Flags: 3
|-
|NiStringExtraData
|Bone to attach to
|Name: PRN
|-
|NiStringExtraData
|Misc Havok data
|Name: UPB
|-
|}


* Most often the node to attach an object to is the "Weapon" node. The havok data can be obtained from a similar mesh, i.e., middleclasspewtermug03.nif. You should also create an ordinary clutter object to be the target of your AI package.  
[[Image:Animobjpic.png]]
* Then create an idle animation in the Idle Animations screen with at least one GetIsItemUsed condition pointing to your clutter object.  
 
* Next create the AnimObject and link it to your new idle animation using the bottom drop down box when editing your AnimObject. Finally create an AI package that directs your actor to use your clutter item.
* There is no need to attach BSX flags or havok collision data to the new mesh.
* Most often the node to attach an object to is the "Weapon" node. You can copy this data from an object in Data\meshes\idleobjects if you want. You may need to rotate your mesh along the axis lines in order for it to look right while being used.
* You should then create a normal clutter mesh, with havok collision, to be used as the target item for your AI package.
* Then create an idle animation in the Idle Animations screen with at least one GetIsItemUsed condition pointing to your clutter object.
* Next create the AnimObject and link it to your new idle animation using the bottom drop down box when editing your AnimObject.
* Finally, create an AI package that directs your actor to use your clutter item.


== See Also ==
== See Also ==

Latest revision as of 22:07, 21 January 2011

AnimObjects are associated with idle animations. When an actor is directed to use an object by a useItemAt AI package, the actor performs the associated idle animation, which may use an AnimObject. In most cases the AnimObject is a clutter object, for instance hoes, rakes, or mugs.

Base Object Fields[edit | edit source]

  • ID: The Editor ID for this object. This is a unique name used to identify the AnimObject object within the Construction Set
  • NIF File: Mesh file for the AnimObject -Will be attached to the skeleton of an actor when the associated animation is played
  • Idle Animation Folder: Name of the root folder where the idle animation is played from
  • Idle Animation: Associated IdleAnim item in the Idle Animations tree

Usage[edit | edit source]

  • To use an AnimObject in game, first create the mesh according to the below specifications:

File:Animobjpic.png

  • There is no need to attach BSX flags or havok collision data to the new mesh.
  • Most often the node to attach an object to is the "Weapon" node. You can copy this data from an object in Data\meshes\idleobjects if you want. You may need to rotate your mesh along the axis lines in order for it to look right while being used.
  • You should then create a normal clutter mesh, with havok collision, to be used as the target item for your AI package.
  • Then create an idle animation in the Idle Animations screen with at least one GetIsItemUsed condition pointing to your clutter object.
  • Next create the AnimObject and link it to your new idle animation using the bottom drop down box when editing your AnimObject.
  • Finally, create an AI package that directs your actor to use your clutter item.

See Also[edit | edit source]