Difference between revisions of "Anim Object"

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imported>TheMagician
(probably should have left it here, too)
imported>TheMagician
(linked to idle animations)
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* Then create an idle animation in the Idle Animations screen with at least one GetIsItemUsed condition pointing to your clutter object.  
* 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.
* 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 ==
*[[Idle Animations]]




[[Category: Animations]]
[[Category: Animations]]
[[Category: Miscellaneous]]
[[Category: Miscellaneous]]

Revision as of 13:09, 21 January 2010

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

  • 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

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