Animation, Race Trouble

Post » Mon Jun 18, 2012 2:34 pm

Hello,

I've been trying to find workarounds for things that I currently can't do in this game, such as tell whether the user has pressed a certain key.
My current workaround idea is to create a new race and attach the actions/animations/scripts I need to that race's data somehow. This idea was brought about as a result of changing my character's race (to a creature) and discovering that the race I had changed to could not strafe left/right, sneak, sprint, jump, or cast spells - it could only move forward and backward. I was thinking my mod might be easier to make if I made a new race that followed a playable race's behavior as far as taking orders from the keyboard goes, but that associated different animations, spells, or even scripts with those behaviors.
I did a good bit of poking around and couldn't find any way to change the behavior from within the creation kit, although I did find a secion under the "Move Data" tab of each race called "Movement Data Overrides" that seemed like it might do at least a little of what I want, except that it's greyed out and I can't for the life of me figure out how to edit it. In the end I did some testing and found out that each race is linked to a behavior file of type .hkx that determines its behavior. I am unable to open and view/edit this file even after downloading and installing the free havok tools.

Basically, I either want to open and poke around / probably change these behavior files, or I need another way of changing what happens when a certain action is taken, and what actions can be taken.

Note: When changing the character to a creature race (and, I presume, any race that was not set to Playable as default), the commands for performing actions like jumping, strafing, sprinting or sneaking are completely disabled. I thought about changing them by checking for things like IsSneaking() through the creation kit, but it does not work; hitting the sneak button will not only not trigger any animations, it will no longer send the character into sneak mode at all.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Mon Jun 18, 2012 4:51 am

Hello,

I've been trying to find workarounds for things that I currently can't do in this game, such as tell whether the user has pressed a certain key.
My current workaround idea is to create a new race and attach the actions/animations/scripts I need to that race's data somehow. This idea was brought about as a result of changing my character's race (to a creature) and discovering that the race I had changed to could not strafe left/right, sneak, sprint, jump, or cast spells - it could only move forward and backward. I was thinking my mod might be easier to make if I made a new race that followed a playable race's behavior as far as taking orders from the keyboard goes, but that associated different animations, spells, or even scripts with those behaviors.
I did a good bit of poking around and couldn't find any way to change the behavior from within the creation kit, although I did find a secion under the "Move Data" tab of each race called "Movement Data Overrides" that seemed like it might do at least a little of what I want, except that it's greyed out and I can't for the life of me figure out how to edit it. In the end I did some testing and found out that each race is linked to a behavior file of type .hkx that determines its behavior. I am unable to open and view/edit this file even after downloading and installing the free havok tools.

Basically, I either want to open and poke around / probably change these behavior files, or I need another way of changing what happens when a certain action is taken, and what actions can be taken.

Note: When changing the character to a creature race (and, I presume, any race that was not set to Playable as default), the commands for performing actions like jumping, strafing, sprinting or sneaking are completely disabled. I thought about changing them by checking for things like IsSneaking() through the creation kit, but it does not work; hitting the sneak button will not only not trigger any animations, it will no longer send the character into sneak mode at all.

You can not make a creature do something that does not exist for that actor ! -> the CK is not a magic device that just knows what you want and does it because you want it to -> the Behavior graphs do not support strafing your not going to be able to strafe ever -> the absolute best you could do within the CK is script sideways movements on key press' there are even a few animation based commands that will apply scripted movements to specific nodes but the functions are very limited in scope and would not be suitable for anything greater then maybe rotating the COM or Pelvis nodes so the actors face left/right and you script the movements side to side.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Mon Jun 18, 2012 1:05 pm

Getting the character to do anything specific on key press is the whole reason I started looking with races in the first place, lol! So, if it's possible to do that in the CK, I would love to know how!

I know the CK isn't magical; that's why I've been trying to edit the behavior graph, which the CK simply links to a particular actor. You would think that the behavior graph file could be loaded up in to something like the Havok editor where I can at least look at it.

Mostly, I just want to make buttons that currently do nothing (like the strafing buttons) attach to some kind of action that the character already has, but that doesn't map to any kind of key. For example, a dragon can fly, bite, swipe things with its tail, and (if I remember correctly) knock things back with its wings. However, a player set to the race of a dragon wouldn't be able to do any of these things (maybe biting or tail swiping, if each were added to a left hand / right hand spell, and if the behavior graph treats those spell slots as something the dragon race will respond to). If it's possible to do anything like this by detecting when the player hits a certain key, or for that matter if it's possible to detect when a player hits a certain key at all, please tell me how; this is the core of what I'm looking for.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Mon Jun 18, 2012 1:25 pm

Bump...

I have at least found out why no one can seem to open and edit the behavior files with Havok's free tolls; they do not include Havok Behavior.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Mon Jun 18, 2012 8:08 am

Bump...

I have at least found out why no one can seem to open and edit the behavior files with Havok's free tolls; they do not include Havok Behavior.

And even if they did it would not matter one bit because its not Bethesda's Havok Behavior Tool... which contains many Skyrim specific functions and node descriptions linking and events that would not exist at all within Havoks base HBT.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm


Return to V - Skyrim