I found out How to Play any Animation at any time!

Post » Tue Jun 19, 2012 5:07 am

I just found out how to play any animation at will. In the Idle manager go to any Action and click one of the Action roots (like the ID). Copy the "Anim Event" and there you go! I just used the AttackStart Anim Event and it worked! Yeah! An example script would be:
......Event OnEffectStart(Actor akTarget, Actor akCaster)		 Debug.SendAnimationEvent(akTarget, "attackStart")EndEvent;Note: AttackStart must be used while an Actor is in an Alert state.

So far I've gotten every animation I try to play successfully!
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lexy
 
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Post » Tue Jun 19, 2012 12:21 pm

Ooooo, awesome!
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James Smart
 
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Post » Mon Jun 18, 2012 9:12 pm

Thanks for finding that out and sharing it with us! Good find.
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Monika Krzyzak
 
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Post » Tue Jun 19, 2012 7:52 am

No problem guys!
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Jack Moves
 
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Post » Tue Jun 19, 2012 9:20 am

I hate you :)

Now I need to update http://skyrim.nexusmods.com/downloads/file.php?id=10431 ;p
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Roy Harris
 
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Post » Mon Jun 18, 2012 10:10 pm

I hate you :smile:

Now I need to update http://skyrim.nexusmods.com/downloads/file.php?id=10431 ;p

Lol :biggrin:
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Emily Shackleton
 
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Post » Tue Jun 19, 2012 1:08 am

I'm a little dense. Happy that you found this out but... what does it mean? Can you given an example?
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Cathrine Jack
 
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Post » Tue Jun 19, 2012 4:12 am

Draeka -

Before this discovery the only function which allowed to play animations at will via scripts was PlayIdle. And PlayIdle doesn't work with all of them, it can only trigger some idle animations.
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N3T4
 
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Post » Tue Jun 19, 2012 8:41 am

I'm a little dense. Happy that you found this out but... what does it mean? Can you given an example?

Before, people thought you could only play idle animations (using PlayIdle). But now, we know we can play any animation we want (like combat animations, death animations, or walking animations).
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Stay-C
 
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Post » Mon Jun 18, 2012 8:34 pm

It's great that you shared this but... I'm not sure that people were unaware about that one rather than simply not wanting to use it.

It's in the wiki:
www.creationkit.com/SendAnimationEvent_-_Debug

And it comes with an annotation:
This bypasses the check on ObjectReference that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.
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Tessa Mullins
 
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Post » Tue Jun 19, 2012 5:07 am

Oh I see that is cool. Thanks for explaining.
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BrEezy Baby
 
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Post » Tue Jun 19, 2012 10:45 am

It's great that you shared this but... I'm not sure that people were unaware about that one rather than simply not wanting to use it.

It's in the wiki:
www.creationkit.com/SendAnimationEvent_-_Debug

And it comes with an annotation:

Using this function seems to work fine. Upon making my dummy play the left punch animation, she followed through with it and returned to her normal behavior. So I'm not entirely sure that's correct. I believe it means that you can get the actor stuck a lot. You can get an actor un-stuck by using PlayIdle("IdleStop_Loose").
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Erika Ellsworth
 
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Post » Mon Jun 18, 2012 11:00 pm

I'm not saying that you shouldn't use it; I've never used it so I don't know how it works. All I'm saying is that it apparently can cause some issues so before we go all "hurrah!" it needs testing.

Also it's a debug function, isnt't it? So, you know... I really wouldn't be surprised if it wasn't safe to use on a regular basis.
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Matt Fletcher
 
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Post » Tue Jun 19, 2012 10:50 am

Can this be used to force a drink animation when using potions?
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abi
 
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Post » Tue Jun 19, 2012 8:03 am

Can this be used to force a drink animation when using potions?

Yes, this can be used for any animation in the game.
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Phillip Hamilton
 
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Post » Mon Jun 18, 2012 11:33 pm

Oh I see that is cool. Thanks for explaining.

No problem!
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Amy Masters
 
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Post » Tue Jun 19, 2012 5:49 am

Yes, this can be used for any animation in the game.

Is it possible to make it do animations that are from different weapons? Like for example call the left Power attack animation for warhammers while using a claymore?
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Bethany Short
 
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Post » Tue Jun 19, 2012 2:18 am

Is it possible to make it do animations that are from different weapons? Like for example call the left Power attack animation for warhammers while using a claymore?

Hmm... I don't think so, because there are no Anim Events by type of weapon.
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Johanna Van Drunick
 
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Post » Tue Jun 19, 2012 4:21 am

Shingouki, I believe you can do that by replacing claymore animation files with warhammer animation files -- giving them the names of claymore animations, of course -- and therefore tricking the game into thinking that those are the right files. I think I've seen that done already somewhere.
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Lisa
 
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Post » Tue Jun 19, 2012 3:33 am

I LOVE YOU. I should be finished with my companion cart mod by the weekend now. Couldn't get cart animations to play on dunmer followers until this find. Thanks again.
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Jesus Sanchez
 
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Post » Tue Jun 19, 2012 12:26 pm

I LOVE YOU. I should be finished with my companion cart mod by the weekend now. Couldn't get cart animations to play on dunmer followers until this find. Thanks again.

"Everybody gets one" -- Spider-Man
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Kit Marsden
 
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Post » Tue Jun 19, 2012 2:57 am

Out of curiosity - has anyone tried ObjectReference.PlayAnimation() ? I am not sure exactly what restrictions may be there, but that may also work. (Note I haven't tested - I have just been perusing a lot of the main classes to see where it makes sense to extend things in SKSE)
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LADONA
 
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Post » Tue Jun 19, 2012 12:24 am

Out of curiosity - has anyone tried ObjectReference.PlayAnimation() ? I am not sure exactly what restrictions may be there, but that may also work. (Note I haven't tested - I have just been perusing a lot of the main classes to see where it makes sense to extend things in SKSE)
I don't think it works on actors.
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Kellymarie Heppell
 
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Post » Tue Jun 19, 2012 6:07 am

Where is the Idle manager?
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sarah taylor
 
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Post » Tue Jun 19, 2012 5:05 am

@Infininja: It's in Gameplay > Animations, I believe.
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Life long Observer
 
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