Difference between revisions of "Anim Object"
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imported>Puf the majic dragon (Full rewrite with additional info and instructions) |
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Anim objects are associated with idle animations. When an actor is directed to Use an anim object, the actor performs the associated idle animation. | Anim objects are associated with idle animations. When an actor is directed to Use an anim object by a useItemAt AI package, the actor performs the associated idle animation. In most cases the AnimObject is a clutter object, for instance hoes, rakes, or mugs. | ||
When creating | When creating a new AnimObject, ensure that the mesh has some specific nodes in it in order for the animation to play: | ||
{|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 usually consists of the following string data:<br> | |||
Mass = 0.000000 | |||
Ellasticity = 0.300000 | |||
Friction = 0.300000 | |||
Unyielding = 0 | |||
Simulation_Geometry = 2 | |||
Proxy_Geometry = <None> | |||
Use_Display_Proxy = 0 | |||
Display_Children = 1 | |||
Disable_Collisions = 0 | |||
Inactive = 0 | |||
Display_Proxy = <None> | |||
Additional nodes may be necessary as well as possible requirements for the collision data. The method of linkin object to animation is not yet fully understood (see [[Talk:Anim Object|Talk]] page). | |||
You will need to create your object in the CS, usually as a clutter object, using your custom mesh. You then need to create an [[Idle Animations|Idle Animation]] with at least one condition: GetIsUsedItem == your anim object's object ID. Finally, you need to create a [[:Category:Packages|useItemAt AI package]] to instruct your NPCs to use your AnimObject. | |||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |
Revision as of 20:14, 22 April 2009
Anim objects are associated with idle animations. When an actor is directed to Use an anim object by a useItemAt AI package, the actor performs the associated idle animation. In most cases the AnimObject is a clutter object, for instance hoes, rakes, or mugs.
When creating a new AnimObject, ensure that the mesh has some specific nodes in it in order for the animation to play:
Name | Value | 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 usually consists of the following string data:
Mass = 0.000000
Ellasticity = 0.300000
Friction = 0.300000
Unyielding = 0
Simulation_Geometry = 2
Proxy_Geometry = <None>
Use_Display_Proxy = 0
Display_Children = 1
Disable_Collisions = 0
Inactive = 0
Display_Proxy = <None>
Additional nodes may be necessary as well as possible requirements for the collision data. The method of linkin object to animation is not yet fully understood (see Talk page).
You will need to create your object in the CS, usually as a clutter object, using your custom mesh. You then need to create an Idle Animation with at least one condition: GetIsUsedItem == your anim object's object ID. Finally, you need to create a useItemAt AI package to instruct your NPCs to use your AnimObject.