Difference between revisions of "Animation Tab"
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Shows all the animations available to the actor. | Shows all the animations available to the actor. | ||
Animations are stored as KF files. For the player's character and NPCs, 3rd person animations are located at meshes\characters\_male (despite the name, animations are gender-neutral). 1st person animations are located at meshes\characters\_1stperson. Animation files can be placed at meshes\characters\_male\specialanims and then assigned to individual actors to be used instead of the default 3rd person animations, such as Sheogorath's walking with a cane animation in Shivering Isles. This function has (probably) only been added with the latest patch/Shivering Isles. It is possible to assign animations to the "player" actor which will affect the player in game. Using the race menu will reset the player's animations to default but saving and reloading will reactivate the new animations. | Animations are stored as [[Glossary#K|KF files]]. For the player's character and NPCs, 3rd person animations are located at meshes\characters\_male (despite the name, animations are gender-neutral). 1st person animations are located at meshes\characters\_1stperson. Animation files can be placed at meshes\characters\_male\specialanims and then assigned to individual actors to be used instead of the default 3rd person animations, such as Sheogorath's walking with a cane animation in Shivering Isles. This function has (probably) only been added with the latest patch/Shivering Isles. It is possible to assign animations to the "player" actor which will affect the player in game. Using the race menu will reset the player's animations to default but saving and reloading will reactivate the new animations. | ||
Animations belong to animation groups (AnimGroup). When multiple animations share the same animation group, the game chooses a particular animation based off the character's state. For example, both castself.kf and onehandcastself.kf belong to the CastSelf animation group. Both are played when casting a self-targeted spell. castself.kf is played when the no weapon is held at the ready (and no shield), while onehandcastself.kf is played when a one-handed weapon is out (and no shield). (The castselfalt.kf and onehandcastselfalt.kf are used for other shield/weapon combinations.) | Animations belong to animation groups ([[AnimGroups|AnimGroup]]). When multiple animations share the same animation group, the game chooses a particular animation based off the character's state. For example, both castself.kf and onehandcastself.kf belong to the CastSelf animation group. Both are played when casting a self-targeted spell. castself.kf is played when the no weapon is held at the ready (and no shield), while onehandcastself.kf is played when a one-handed weapon is out (and no shield). (The castselfalt.kf and onehandcastselfalt.kf are used for other shield/weapon combinations.) | ||
The Group Frame Properties area lists actions that are performed during the animation and the frames and times for those actions. It always lists the Start action (which is always at frame 0) and the End action, which is when the animation ends. Other actions that might appear are the Hit action (when the weapon hits or spell is cast during the animation). | The Group Frame Properties area lists actions that are performed during the animation and the frames and times for those actions. It always lists the Start action (which is always at frame 0) and the End action, which is when the animation ends. Other actions that might appear are the Hit action (when the weapon hits or spell is cast during the animation). |