Do any of the animation functions work?

Post » Mon Jun 18, 2012 12:04 pm

I have tried almost all the animation function and they never seem to work in game. Is there anyone who has gotten these functions to work?
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Czar Kahchi
 
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Post » Mon Jun 18, 2012 9:58 am

Like I mentioned to you in your other thread, I don't know much about animation functions, but could you list the ones you tried here, along with how you tried them?

Cipscis

EDIT:

For anyone else reading, http://www.gamesas.com/topic/1347844-help-script-is-not-working/ is also relevant.

Cipscis
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Darren Chandler
 
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Post » Mon Jun 18, 2012 11:21 am

Like I mentioned to you in your other thread, I don't know much about animation functions, but could you list the ones you tried here, along with how you tried them?

Cipscis

I tried PlayAnimation, PlayIdle, PlayGamebryoAnimation, and PlaySubGraphAnimation.
I will be really, really, really mad if these are broken in some way...

I attached them to a magic script for OnEffectStart, then I made it so the akTarget would these functions. I put some debug notifications, too. When I hot them with the spell, they wouldn't play an animation, but the notification would come up, meaning my script works fine.
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Claire
 
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Post » Mon Jun 18, 2012 10:31 am

Animations have conditions per the behavior system. Maybe your actor is not meeting the conditions.

For example if you want them to run the block with shield animations but they did not have a shield.

This would work in Oblivion but NOT in Skyrim it would seem.

Skyrim is not as modifiable as Oblivion was, not when it comes to anything to do with animations anyway.
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Amysaurusrex
 
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Post » Mon Jun 18, 2012 1:16 pm

One you can not call an animation that you just placed inside your Actors\Character\Animations folder!...

PlayAnimationSS/AndWaitSS -> Takes BehaviorGraph Events as the Animation to be Played.
Note: These functions seem to be exclusively called on Activators and every instance of its use on an Actor was commented out and replaced with PlayIdle.
Note2: The Activators these functions are attached to do not use Managered Animations the Anims are .hkx Behavior animations.

PlaySyncedAnimationSS/AndWaitSS -> Same as Above except it allows syncing two different animations to play on each actor (This is not paired animations).

PlayIdle/PlayIdleWIthTarget -> Takes Animation Manager ID's for Animation to be played <- Only works with "Loose" Animations.
Note: WithTarget if for calling Paired animations -> One Animation 2 Actors.

PlaySubGraphAnimation -> Only applies to Armors worn by Actors being the second Graph attached to that reference.

PlayGamebryoAnimation -> Can only ever apply to Activators (as Actors no longer use Gamebryo animations) -> its basic use is similar to PlayGroup except that your not restricted to only calling PlayGroups and its a bit more robust then PlayIdle/Animation allowing blended animations with ease in.
Note: PlayGroup can no longer be called from Script but it still works in the Console.

All distinctively different but none are able to do what it seemed like the OP was trying to do.
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Laura Tempel
 
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