I found out how to make Animation Events actually move an Ac

Post » Wed Jun 20, 2012 3:04 am

I recommend stopping all the animations before changing control back to movementDriven...otherwise you might mess up your animation state. Debug.SendAnimationEvent still has that problem doesn't it?
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Amy Cooper
 
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Post » Wed Jun 20, 2012 6:18 am

Thats because you made it animation driven. Animation driven = you no longer dictate what you do, the animations do. You can revert this by Typing:

Ref.SetAnimationVariableBool("bAnimationDriven", false)Ref.SetAnimationVariableBool("bMotionDriven", true)

Oh but I thought that was the point? I'm basically trying to get my character to fly without turning into a dragon :P
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Kari Depp
 
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Post » Wed Jun 20, 2012 11:34 am

I recommend stopping all the animations before changing control back to movementDriven...otherwise you might mess up your animation state. Debug.SendAnimationEvent still has that problem doesn't it?

Yes that's true. I use all the proper stop animations to help avoid that.
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Cody Banks
 
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Post » Wed Jun 20, 2012 2:11 pm

Would you guys be so kind and post your results in this thread once you got working material? Really excited about it, but I don't want to search all the boards to see your guys results.

One noobish sidequestion though:Would that also allow to succesfully apply say the dragon priest hover animations to player models?
Anyway really looking forward to finally see a working flying dragon form. You did the community a big favor here!! Now we just need another mastermind to figure out collision :wink:
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Emma
 
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Post » Wed Jun 20, 2012 2:26 pm

Would you guys be so kind and post your results in this thread once you got working material? Really excited about it, but I don't want to search all the boards to see your guys results.

One noobish sidequestion though:Would that also allow to succesfully apply say the dragon priest hover animations to player models?
Anyway really looking forward to finally see a working flying dragon form. You did the community a big favor here!! Now we just need another mastermind to figure out collision :wink:

well in order to use an animation, the model being used has to have it...if, say, the NordRace, has that animation, it could use it.
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Gemma Archer
 
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Post » Wed Jun 20, 2012 10:58 am

Would you guys be so kind and post your results in this thread once you got working material? Really excited about it, but I don't want to search all the boards to see your guys results.

One noobish sidequestion though:Would that also allow to succesfully apply say the dragon priest hover animations to player models?
Anyway really looking forward to finally see a working flying dragon form. You did the community a big favor here!! Now we just need another mastermind to figure out collision :wink:

I've been working on the mod, It's just that there are a couple of bugs.

On the dragon priest, You can't do that because none of the races use the behavior for dragon priests. Maybe if you use a custom race where you use a human skeleton and dragon priest behavior, it would work.
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!beef
 
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Post » Wed Jun 20, 2012 12:31 pm

How's your progress Moops?
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Tyler F
 
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Post » Wed Jun 20, 2012 6:41 am

How's your progress Moops?

I'm completely stuck, I can get the dragon in the air, but when I change back to motion driven, I get a CTD. I looked really good, and it's a shame It ended like this...
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Joie Perez
 
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Post » Wed Jun 20, 2012 4:42 am

Once he's in the air and animating is he moving? How did you manage to control flight if you did?
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Vera Maslar
 
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Post » Wed Jun 20, 2012 8:05 am

Don't underestimate how cool it would be to even have him in preprogrammed flight. I think alot of the guys working on boats and airships are doing that. Obsession with being able to control it, when pre programmed routes would be tons of fun too.

That is.. if setting it back to motiondriven isn't absolutely required for any type of motion. Even some flapping and a translate very roughly timed would be pretty hawt I think.
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koumba
 
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Post » Wed Jun 20, 2012 4:02 pm

Don't underestimate how cool it would be to even have him in preprogrammed flight. I think alot of the guys working on boats and airships are doing that. Obsession with being able to control it, when pre programmed routes would be tons of fun too.

That is.. if setting it back to motiondriven isn't absolutely required for any type of motion. Even some flapping and a translate very roughly timed would be pretty hawt I think.

Well, I found out that trying to set back to motion driven while flying animations are playing causes the CTD. Setting back to Motion driven while not flying works fine.
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Ana
 
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Post » Wed Jun 20, 2012 2:49 am

Once he's in the air and animating is he moving? How did you manage to control flight if you did?

Controlling flight is right where I get stuck.

He's in the air >>
Go to set motion driven, so you can control yourself >>
CTD.
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Sweet Blighty
 
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Post » Wed Jun 20, 2012 1:29 am

Ah okay, well that makes sense then.

Let me ask you this: Do translates work while the actor is AnimationDriven?

If you set an actor to MotionDriven and they have no AI for moving it will crash. At least that has happened for me.
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Tarka
 
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Post » Wed Jun 20, 2012 5:08 am

Ah okay, well that makes sense then.

Let me ask you this: Do translates work while the actor is AnimationDriven?

If you set an actor to MotionDriven and they have no AI for moving it will crash. At least that has happened for me.

Yes, TranslateTo will work.
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TWITTER.COM
 
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Post » Wed Jun 20, 2012 7:11 am

Hmm. TranslateTo isn't working for me for some reason while AnimationDriven. I'll keep testing.
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MatthewJontully
 
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Post » Wed Jun 20, 2012 10:23 am

Hmm. TranslateTo isn't working for me for some reason while AnimationDriven. I'll keep testing.

My tests confirm TranslateTo is working...
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Nauty
 
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Post » Wed Jun 20, 2012 7:18 am

Controlling flight is right where I get stuck.

He's in the air >>
Go to set motion driven, so you can control yourself >>
CTD.

I'm no expert, but from my experience I believe the CTD caused by trying to fly is due to not having the DefaultDragon AI packages. I believe this to be the case because

1. Every time I setrace dragonrace my companion, when combat starts they fly and I get an immediate CTD just like the one here, and
2. I know for certain several animations are AI finniky. When making my companion cart mod I had problems with getting certain animations for the companion and player to play. Using aliases helps quite a bit.

Perhaps make an alias for the player to fill that adds the DefaultDragon AI packages to him when the spell effect starts? Certainly worth the shot.
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Emilie M
 
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Post » Wed Jun 20, 2012 11:29 am

So has there been any progress?
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joseluis perez
 
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Post » Wed Jun 20, 2012 3:58 pm

Interesting stuff here. Could this be used to emulate a players death animations as well? I've tried the usual "PlayIdle" stuff but as it turns out, all the death animations actually kill the player at the end of the animation.

Probably going to play with this a bit later today but if anyone has any information about using this method for this purpose it'd be appreciated if you could point me in the right direction.
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Mario Alcantar
 
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Post » Wed Jun 20, 2012 8:31 am

Interesting stuff here. Could this be used to emulate a players death animations as well? I've tried the usual "PlayIdle" stuff but as it turns out, all the death animations actually kill the player at the end of the animation.

Probably going to play with this a bit later today but if anyone has any information about using this method for this purpose it'd be appreciated if you could point me in the right direction.

That's the problem with Skyrim's Animation functions. SendAnimationEvent() will actually cause the actor to perform an action(event). For example, if you use SaE() to use "AttackStart", it will actually cause an event/action (the punch), and will hurt anything in front of it. This applies to every animation event. Even the death animation. If only SKSE implemented a way to play Havok Animations themselves, not the event. This would be similar to Oblivion/Fallout's "PlayGroup" function. Even though the animation played, it didn't actually do anything in the game in terms of actions.

The only solution I see for your problem is use Fore's New Idles. But FNI's is very impractical.
But, If you're trying to emulate the BleedOut animation, that's different.
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Emilie Joseph
 
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Post » Wed Jun 20, 2012 10:03 am

Writing:

Reference.SetAnimationVariableBool("bAnimationDriven", true)

will cause "moveStart" to actually move you forward. It will also make "SprintStart" to move the actor forward, too. Usually calling "SprintStart" will cause the actor to sprint in place, but setting the actor into an "Animation Driven" (as opposed to the default "Motion Driven") state will mean the animations determine what the actor does, not it's motion, thus causing him to run forward.

Link to all animation variables: http://www.gamesas.com/topic/1360112-full-dump-of-all-animation-variables/
Wait (Sorry, really late to the party) so does this mean if I had a scene, and the player's controls were disabled, that I could force the player to walk forward, etc?
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Cat
 
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Post » Wed Jun 20, 2012 10:50 am

Wait (Sorry, really late to the party) so does this mean if I had a scene, and the player's controls were disabled, that I could force the player to walk forward, etc?

Yes.
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Christine
 
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Post » Wed Jun 20, 2012 5:31 am

Yes.
Oh dear god that's awesome. My cutscenes just got about a thousand times more epic.

I'll read through this entire thread, then I may post in the next few days with questions on this, so keep an eye out. :D
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phillip crookes
 
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Post » Wed Jun 20, 2012 4:17 am



That's the problem with Skyrim's Animation functions. SendAnimationEvent() will actually cause the actor to perform an action(event). For example, if you use SaE() to use "AttackStart", it will actually cause an event/action (the punch), and will hurt anything in front of it. This applies to every animation event. Even the death animation. If only SKSE implemented a way to play Havok Animations themselves, not the event. This would be similar to Oblivion/Fallout's "PlayGroup" function. Even though the animation played, it didn't actually do anything in the game in terms of actions.

The only solution I see for your problem is use Fore's New Idles. But FNI's is very impractical.
But, If you're trying to emulate the BleedOut animation, that's different.
Hmm, I see. To be honest though I was already considering using FNI's, so I'm not too concerned about that. My question is this then. If I were to create a new animation using FNI that did not run the actual "death" event at the end, would I be able to play a "proper" stand up animation afterwards? Or would I have to create a whole new one from scratch?
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john page
 
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Post » Wed Jun 20, 2012 1:05 pm

Hmm, I see. To be honest though I was already considering using FNI's, so I'm not too concerned about that. My question is this then. If I were to create a new animation using FNI that did not run the actual "death" event at the end, would I be able to play a "proper" stand up animation afterwards? Or would I have to create a whole new one from scratch?

I assume you could just use:

Debug.SendAnimationEvent(Reference, "IdleForceDefaultState")
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NIloufar Emporio
 
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