Difference between revisions of "Blender/Custom Creature"
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The second thing you need to do is to put in bone priorities. Select all bones. In the Top left window (which should be a scripts window) choose scripts->object->set bone priority. Priorities determine which animations play on which body parts when multiple animations are playing at once. For instance, if a creature is running forward and casting a spell the legs should run forward while the top of the body should cast the spell. In Oblivion's system, the highest priority wins. If you want to copy beth's model here's a basic structure: | The second thing you need to do is to put in bone priorities. Select all bones. In the Top left window (which should be a scripts window) choose scripts->object->set bone priority. Priorities determine which animations play on which body parts when multiple animations are playing at once. For instance, if a creature is running forward and casting a spell the legs should run forward while the top of the body should cast the spell. In Oblivion's system, the highest priority wins. If you want to copy beth's model here's a basic structure: | ||
20: idle animations all bones | 20: idle animations all bones | ||
30: movement animations | 30: movement animations | ||
->30 for Bip01/major parts of the body, special bones | |||
->70 for hands and fingers holding a weapon in onehandforward.kf, etc. | |||
34: recoil all bones | 34: recoil all bones | ||
45: casting animations | 45: casting animations | ||
->26 for Bip01/movement bones like legs | |||
->46 for arms/torso doing casting animation/most special bones | |||
->66 magicNode | |||
55: physical attacks | 55: physical attacks | ||
->25 for Bip01/movement bones like legs | |||
->55 for arms/torso doing swing/special bones | |||
70: stagger all bones | 70: stagger all bones | ||