One weapon - two different models (wieldunwield)

Post » Thu Jul 25, 2013 10:43 am

Hi,

I have a weapon model - a sword which is in two different positions: placed on the back (two handed sword) and, lets call it, in combat mode. Is there any way to switch somehow between two of them? Can I somehow play animation to switch from one mode to another? Or do I have to make two models (each for one position) and somehow script them?

Any help will be very appreciated.

Regards

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Motionsharp
 
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Post » Thu Jul 25, 2013 2:23 am

All weapons have two models - the sword.nif and the 1stpersonsword.nif. The sword is the view when sheathed, the 1stperson is when it's wielded. There is actually no difference in the model itself, it's just named that way to be created in the CK.

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Mashystar
 
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Post » Thu Jul 25, 2013 4:01 pm

Thank you for the answer!

About second part of my question: is there any way to make an animation? One model with two different stages, animated when wielded. Do I have to create bones to do it, or I can do it using only simple vertex animation? Is this is even possible?

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Justin Hankins
 
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Post » Thu Jul 25, 2013 12:43 pm

I'm not sure what you're asking. Weapons are not animated. Do you mean a new sheathe/unsheathe animation?

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Solène We
 
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Post » Thu Jul 25, 2013 9:43 am

No, no, nothing like that. I meant something like this:

http://i561.photobucket.com/albums/ss58/woyo-sensei/Others/render_zpse9a35858.jpg~original

Sword on the left is in the normal, sheathed mode. On the right (upper-right?) is in combat mode. The thing is to make an animation when you wield it, when you grab this sword from your back, place it in front of you and then play switching animation from Normal Mode to Combat Mode (on the screen - from left to right). Hope I explained what I mean. Sorry for my English :P But you said weapons are not animated, so looks like making this is not possible...

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Nomee
 
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Post » Thu Jul 25, 2013 1:46 pm

SKSE does provide a function called http://www.creationkit.com/SetModelPath_-_Weapon, but that doesn't make animations possible and I'm not even sure if it only changes the world model or if it also changes the 1st person model. If it does work for 1st person models, then you could use the OnEquipped event to switch models.

EDIT: You might have to use OnObjectEquipped instead unless you make the weapon a persistent reference.

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DAVId Bryant
 
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Post » Thu Jul 25, 2013 4:09 pm

Thank you! I'll see what I can do with this.

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Emily Jeffs
 
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