Difference between revisions of "Anim Object"

97 bytes added ,  22:24, 22 April 2009
Final editing to finish usage instructions.
imported>Puf the majic dragon
(Full rewrite with additional info and instructions)
imported>Puf the majic dragon
(Final editing to finish usage instructions.)
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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.
AnimObjects, found under Miscellaneous > AnimObjects in the CS Object Window, 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.


When creating a new AnimObject, ensure that the mesh has some specific nodes in it in order for the animation to play:
AnimObjects have 4 data entries:
*'''The unique Object ID of the AnimObject
*'''The mesh file for the AnimObject (this mesh will be attached to the skeleton of an actor when the associated animation is played)
*'''The name of the root folder where the idle animation is played from (see [[Idle Animations]]
*'''The associated IdleAnim item in the Idle Animations tree.
 
To use an AnimObject in game, first create the mesh according to the below specifications:
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-
|-
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|}
|}


Most often the node to attach an object to is the "Weapon" node. The havok data usually consists of the following string data:<br>
Most often the node to attach an object to is the "Weapon" node. The havok data can be obtained from a similar mesh, ie middleclasspewtermug03.nif. You should also create an ordinary clutter object to be the target of your AI package. You 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.
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]]