Making actor stand on objects Hover

Post » Thu Jun 21, 2012 1:58 pm

Hey guys!

I have run into a problem with my birdmod. I am trying to get my birdactors (basically the same as chickenmodels), to stand on light poles and , roofs and fences. The idea is to let them stand there without an ai package, meaning they will only stand and sit down, with headmotion.

I have tried to place them on objects, place them in the air etc, but they end up not showing up ingame. I have been thinking about one solution with making an invisible object they could stand on. But i dont know how i would be able to do that...

If one could allow the actor to "hover" in air that would also be a solution, but i dont know how to achieve this.

Anybody else tried placing actors on non navmesh objects?
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Thu Jun 21, 2012 9:03 pm

I have tried to place them on objects, place them in the air etc, but they end up not showing up ingame. I have been thinking about one solution with making an invisible object they could stand on. But i dont know how i would be able to do that...
You could *make a narrow collision plane, then NavMesh it.

*'C' with a square around it in menu bar
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Thu Jun 21, 2012 2:47 pm

Hey guys!

I have run into a problem with my birdmod. I am trying to get my birdactors (basically the same as chickenmodels), to stand on light poles and , roofs and fences. The idea is to let them stand there without an ai package, meaning they will only stand and sit down, with headmotion.

I have tried to place them on objects, place them in the air etc, but they end up not showing up ingame. I have been thinking about one solution with making an invisible object they could stand on. But i dont know how i would be able to do that...

If one could allow the actor to "hover" in air that would also be a solution, but i dont know how to achieve this.

Anybody else tried placing actors on non navmesh objects?

Have you tried changing their motion type to: Motion_Keyframed? http://www.creationkit.com/SetMotionType_-_ObjectReference

I can put carriages in the air...defying all laws of gravity. Maybe it will work for a bird too ;)
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Thu Jun 21, 2012 2:55 pm

I can put carriages in the air...defying all laws of gravity. Maybe it will work for a bird too :wink:

That must be quite the mod. Are you helping the dragons get around faster? Traitor!
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Thu Jun 21, 2012 9:10 pm

actors will not stay on non-navmeshed areas, they will immediately migrate to a navmeshed surface before the cell even loads.

you have to use an ai package. even if you create a tiny navmesh iland for your bird perch, they will automatically try to wander off it using the defaultmasterpackage (default sandboxing package when no package is specified)


if you create a navmesh on your bird perch and place an xmarker on it, then use an ai package set to travel and link it to your xmarker, they should stay put and not wander off of it. however, if there is an existing navmesh directly under the perch, there is a chance the bird will "snap" to the lower navmesh. this can be avoided by having some kind of script telling it to MoveTo the xmarker OnCellAttach
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm


Return to V - Skyrim