Getting animations to work

Post » Wed Jun 20, 2012 9:53 am

Guess I should simply start a new thread just for this issue because my other post is probably TL;DR.

So, I am trying to force animations on Actors. Previous threads suggested PlayIdle() and SendAnimationEvent(). My experience is that the first function doesn't work and the second function works on a very small set of animations (i.e. "BleedOutStart"). It's possible that I am using the wrong names for these animations, but my impression is that they are simply the ones on the list of Idles found in the game (i.e. creating an Idle property in a script and the list of names is there).

With that said, has anyone here successfully forced an actor to perform a wider range of animations?
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Rex Help
 
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Post » Wed Jun 20, 2012 6:41 am

Well, so far i managed to play almost every animation i wanted using the good old sendanimationevent.

Worked flawlessly for a lot of things, including : Debug.SendAnimationEvent(akTarget, "DrunkStart").
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Sandeep Khatkar
 
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Post » Wed Jun 20, 2012 8:51 am

Previous threads suggested PlayIdle() and SendAnimationEvent(). My experience is that the first function doesn't work and the second function works on a very small set of animations (i.e. "BleedOutStart"). It's possible that I am using the wrong names for these animations, but my impression is that they are simply the ones on the list of Idles found in the game (i.e. creating an Idle property in a script and the list of names is there).
Both, PlayIdle and SendAnimationEvent can trigger exactly the same animations.
The latter refers to names of Anim Events directly, and former refers to IDs in Idle Animations window which (these IDs) refer to the same Anim Events.
The only difference between the two is that PlayIdle makes additional checks for conditions that are set for specific Idle in Idle animations window. So it may be that SAE will trigger certain Anim Event, but PlayIdle won't because of those conditions. And this can be changed by creating a new ID of Idle and assigning that Anim Event to it, but without those conditions. Then PlayIdle will be able to trigger the same Anim Event as SAE function.

In short: there's no such Anim Event that can be triggered by SAE and couldn't be played by PlayIdle function.

The case why both these functions can't trigger certain animations everytime lies elsewhere - in behavior files. These files determine conditions under which particular animations can be triggered - for instance: "sitting" anims while character uses furniture, casting anims while char is in combat mode with spells equipped, combat anims where char has its weapon drawn, etc.


With that said, has anyone here successfully forced an actor to perform a wider range of animations?
As for today, the only mod released that allows to do that is http://skyrim.nexusmods.com/downloads/file.php?id=11811, but bear in mind that if you create your own behavior files then your mod won't be compatible at all with other mods that do the same (currently there's only FNIS anyway).
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jenny goodwin
 
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Post » Wed Jun 20, 2012 12:24 am

And this can be changed by creating a new ID of Idle and assigning that Anim Event to it, but without those conditions. Then PlayIdle will be able to trigger the same Anim Event as SAE function.
Thanks. Can you tell me how this can be done? I have trouble locating the Idles in the creation kit and the documentation gave no instructions.

Edit: I figured it out. It's actually found in the main manu in the "Animations" option. For character animations, it'd be "Actor\Character\Behaviours"
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victoria johnstone
 
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Post » Wed Jun 20, 2012 12:46 pm

In gameplay->Animations... You have all the ID and access to all the event and conditions.
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Causon-Chambers
 
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Post » Wed Jun 20, 2012 12:09 am

In gameplay->Animations... You have all the ID and access to all the event and conditions.
Thanks for the heads up. Was just writing about it.
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Ricky Meehan
 
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Post » Wed Jun 20, 2012 10:36 am

So man can u add comepltey new animations without to replace some original one, coz i heard u cant, cant, cant, cant.
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Genocidal Cry
 
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Post » Wed Jun 20, 2012 11:31 am

So man can u add comepltey new animations without to replace some original one, coz i heard u cant, cant, cant, cant.
You can add new animations. All you need is to download new behavior files from http://skyrim.nexusmods.com/downloads/file.php?id=11811. It is also possible to add new anims in slightly different way by creating a new race and replacing some original anims with the new ones only for that race. Or combine both these methods - create a new race and edit its behavior files.
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Alkira rose Nankivell
 
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Post » Wed Jun 20, 2012 10:58 am

Can new custom combat moves be added wihout to replace the original ones?
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Dean
 
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