I am currently evaluating the feasibility of an oblivion mod that uses the OBSE plugin concept to pump realtime skeletal animations into oblivion and apply them to a model. I am currently under the impression that in oblivion animation, we can only execute prebuilt animation sequences (using nifScope and scripts, i read http://cs.elderscrolls.com/constwiki/index.php/Basic_Animation_Tutorial). What I would ideally need instead would be the possibility to directly control the animation skeleton of an actor, so I am still hoping that this might even be possible?
Anyway, I already thought about a possible solution a little and came up with three possible approaches:
1) Direct Skeleton Control: What i mentioned above. Would need the ability to control each nodes relative or absolute Position in local coordinate space. Would be the best option. Maybe using OBSE memory manipulation or something equally funky
2) Using Mini-Animations. In theory, i could define all joint positions and then create a dynamic Group to get the State for one frame, but i think that is not feasible (huge number of combinations for each joint, plus I dont know if several parallel animations for all joints are possible in the same moment).
3) Building custom animation Facilities: It should be possible to create a dynamic model from single entities for each joint and animate these by moving them around. This way, we would have to create new entity models and it would also not look that great where joints intersect. But it would be possible, I imagine. I could even hack a prototype using Limb ellipsoids ecstatica-style (remember that one?).
So,
any one of you have some insight about this issue (preferably a positive statement towards option 1 or some even better and yet feasible idea )
Regards,
Paul