Difference between revisions of "Anim Object"

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→‎Usage: Updated directions - the old ones still weren't quite right.
imported>Puf the majic dragon
(Full rewrite with additional info and instructions)
imported>Arthmoor
(→‎Usage: Updated directions - the old ones still weren't quite right.)
 
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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 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:
==Base Object Fields==
{|border="1" cellpadding="5" cellspacing="0"
*'''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
! style="background:#efefef;" colspan=1 | Name
*'''Idle Animation Folder:''' Name of the root folder where the idle animation is played from
! style="background:#efefef;" | Value
*'''Idle Animation:''' Associated IdleAnim item in the Idle Animations tree
! 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>
== Usage ==
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).
* To use an AnimObject in game, first create the mesh according to the below specifications:


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.
[[Image:Animobjpic.png]]


* There is no need to attach BSX flags or havok collision data to the new mesh.
* Most often the node to attach an object to is the "Weapon" node. You can copy this data from an object in Data\meshes\idleobjects if you want. You may need to rotate your mesh along the axis lines in order for it to look right while being used.
* You should then create a normal clutter mesh, with havok collision, to be used as the target item for 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.


[[Category:Miscellaneous]]
== See Also ==
*[[Idle Animations]]
*[[UseItemAt Package]]
 
[[Category: Animations]]
[[Category: Miscellaneous]]
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