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 an AnimObject, you will need to add the NIF of the object and associate it with an Idle that exists in the Idle Manager. The AnimObject will appear whenever the Idle is played. How the object is attached to the actor will be determined by how it was created and exported. E.g. a mug was created so that it would be linked to an NPC's hand whenever an NPC plays a drinking  idle.
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 21:14, 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.