[RELz] FNIS 5.0 Beta1 - now supporting PAIRED ANIMATIONS

Post » Sun Feb 09, 2014 11:42 pm

With FNIS 5.0 Beta 1 modders now can add custom Paired Animations to the game.

  1. Create a paired animation file (.hkx) in 3DS. Paired animtions contain the animation for both acors in one file. For details on how to create, see these two tutorials:
    http://http//www.nexusmods.com/skyrim/download/1000029814
    http://www.nexusmods.com/skyrim/mods/49311 by Kentington
  2. Create an Animation Mod with a Animation List holding a line with the following
    pa -D
    e.g.
    pa -D3.466667 HugB paired_hugb.hkx

  3. Run FNIS generator 5.1 Beta1 or later. This will create 2 AnimEvents, and pa_ (e.g. HugB and pa_Hugb)
  4. In CK define one LOOSE Idle Object for the pa_ (e.g. Idle Object: pa_HugB with Anim Event: pa_HugB)
  5. In your script run the animation with
    actor1.PlayIdleWithTarget(, actor2) (e.g. player.PlayIdleWithTarger(pa_HugB, Partner)
    All 3 character combinations (Player/NPC, NPC/Player, and NPC/NPC) are possible. Actor1 is the active actor. Which means s/he will teleport to actor2 before the actual animation begins, and then play the animation part 1.
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Naomi Lastname
 
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Post » Sun Feb 09, 2014 8:29 pm

Nice, now hopefully people will start remaking the animations that are meant to be paired.

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Natalie Taylor
 
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Post » Sun Feb 09, 2014 5:42 pm

I'm quite amazed by the work you've done with animations in Skyrim. Looking forward to see what people create with the new features.

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yessenia hermosillo
 
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