Anim Object

Revision as of 22:24, 22 April 2009 by imported>Puf the majic dragon (Final editing to finish usage instructions.)

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.

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:

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, 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.