Difference between revisions of "Forcing Idle Animations"

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This tutorial was written with hope that you, the reader, will learn to to force an Actor into an idle animation. Please note that this tutorial ''does not'' cover creating and exporting the animation. You can find a tutorial for that [http://www.yacoby.net/es/forum/24/5415801156155900.html here].
This tutorial was written with hope that you, the reader, will learn to to force an [[Actor]] into a special idle animation. Please note that this tutorial ''does not'' cover creating and exporting the animation. You can find a tutorial for that [http://www.yacoby.net/es/forum/24/5415801156155900.html here].


'''Note:''' This also works with existing animations, just make sure that the conditions are all set.
'''Note:''' This tutorial also works with existing animations, just make sure that the conditions are all set.
{{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|opt0=[[Nifskope]]|opt1=[[3D Studio Max Trial Versions|3ds Max]]|opt2=[[Blender]]|opt3=[[NIF Importers and Exporters|Nif Plugin]]|opt4=...}}


==Requirements==
==Requirements==
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'''1.''' You will need to have already created your custom .kf file, and put it in ''meshes/characters/_male/idleanims/''. If you have not, you should probably do it now.
'''1.''' You will need to have already created your custom .kf file, and put it in ''meshes/characters/_male/idleanims/''. If you have not, you should probably do it now.


'''2.''' You will (obviously) need the TES Construction Set.
'''2.''' You will (obviously) need the [[TES Construction Set]].


==Creating The Token==
==Creating The Token==


Okay! Fire up the CS, select your plugins and wait for it to load. Once you've got everything up and running, we're going to create a ''MiscItem'' called an Animation Token, these are useful when you want only your Actor to use this idle (like in this tutorial). So open up the ''Items'' tab, and double-click on ''MiscItem''. Right-click anywhere in the newly opened list and select ''New'' and a nice little window will pop-up. If you wish to, fill it in with the following options, otherwise, fill it out however you want it.
Okay! Fire up the CS, select your plugins and wait for it to load. Once you've got everything up and running, we're going to create a ''MiscItem'' called an Animation Token, these are useful when you want only your Actor to use this idle (like in this tutorial). So open up the ''Items'' tab, and double-click on ''MiscItem''. Right-click anywhere in the newly opened list and select ''New'' and a nice little window will pop-up. If you wish to, fill it in with the following options, otherwise, fill it out however you want it.


[[Image:ForcingIdleAnimations1.jpg]]
[[Image:ForcingIdleAnimations1.jpg]]


And hit ''OK''. That's that over and done with, onto creating the Actor!
And hit ''OK''. That's that over and done with, onto creating the Actor!
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==Creating The Animation==
==Creating The Animation==


Now that we're done with all the annoying items and actors, it's time to put our idle animation into our plugin. In the menu, click on ''Gameplay'', then go down to ''Idle Animations''. A brand spankin' new window should pop-up. Up the top on the left hand side, you should see something that says ''Characters\_Male\IdleAnims''. Right-click it and select ''Insert Child''. A blank bunch of text boxes and other things will pop up on the right side. In the ''ID'' text box, let's put ''AnimationIdle'' (this really doesn't matter) and leave the ''Animation Group Section:'' as ''SpecialIdle'' '''[IMPORTANT]'''. Now, click on ''Select Animation File'', browse to your .kf and double-click it (Note: If you get the error 'Invalid Directory' then you didn't put it in the right place. Read the [http://cs.elderscrolls.com/constwiki/index.php/Forcing_Idle_Animations#Requirements Requirements].) If all goes well, instead of ''Select Animation File'' you should now see something like ''Characters\_Male\IdleAnims\'''Example.kf'''''. Time for the last little annoyance, conditions.
Now that we're done with all the annoying items and actors, it's time to put our idle animation into our plugin. In the menu, click on ''Gameplay'', then go down to ''Idle Animations''. A brand spankin' new window should pop-up. Up the top on the left hand side, you should see something that says ''Characters\_Male\IdleAnims''. Right-click it and select ''Insert Child''. A blank bunch of text boxes and other things will pop up on the right side. In the ''ID'' text box, let's put ''AnimationIdle'' (this really doesn't matter) and leave the ''Animation Group Section:'' as ''SpecialIdle'' '''[IMPORTANT]'''. Now, click on ''Select Animation File'', browse to your .kf and double-click it (Note: If you get the error 'Invalid Directory' then you didn't put it in the right place. Read the [[Forcing_Idle_Animations#Requirements|Requirements]].) If all goes well, instead of ''Select Animation File'' you should now see something like ''Characters\_Male\IdleAnims\'''Example.kf'''''. Time for the last little annoyance, [[Logical Conditions|conditions]].


==Creating The Conditions==
==Creating The Conditions==
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There's a couple of things still to do. Put that actor in a cell, any cell. Save your plugin, fire up Oblivion, and watch the animation!
There's a couple of things still to do. Put that actor in a cell, any cell. Save your plugin, fire up Oblivion, and watch the animation!


==See Also==
*[[Idle Animations]]
*[[PickIdle]]


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Written by '''Fella'''.
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Animation Tutorials]]
[[Category:Animation Tutorials]]
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