theories on rotating actor nodes.

Post » Thu Jun 21, 2012 3:13 am

hello all,

thanks to everyone who has given me help and advice so far on here, i have another topic to chew on.......

im looking to write a script that rotates a node on the actor skeleton when an animation is played (or when the player blocks holding a torch, whichever is easier.)

however i want this script to run from a light object, specifically the torch that is equipped at the time. this way i can alter the torch node on the actor skeleton to do what i want without it happeneing with every torch in the game.

anyone have any theories on this one?

EDIT: it may be easier to apply the script to the player and have it check for a specific equipped object before triggering.
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Thu Jun 21, 2012 12:44 am

ok so i should have been more specific, ill admit.

im about to release an oil lantern mod, which uses the same skeleton node as the torch, in the left hand. im assuming this is the same node used for a left handed weapon.

when the charecter blocks holding a torch, the node rotates through 90 degrees to follow the animation of the character holding the torch sideways. this causes my lantern to do the same, which looks kind of crap.

i was hoping there might be a way of rotating a specific node on a mesh through scripting, instead of making a new animation for it in 3dsmax.if i made a new animation it would affect all the torches in the game, which would also look crap.

is it even possible to alter a skeleton nif this way using papyrus?
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am


Return to V - Skyrim