Difference between revisions of "Forcing Idle Animations"

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'''Note:''' This tutorial 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]]}}
{{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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==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 [[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, [[:Category:Conditions|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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