Setting up a mesh as an Anim Object

Post » Fri May 27, 2011 8:01 am

I'm trying to set up http://dl.dropbox.com/u/2584752/crumpledpaper1.nif mesh as an anim object that I want attached to the weapon bone while playing a particular animation. I've followed the instructions posted in this http://cs.elderscrolls.com/constwiki/index.php/Anim_Object -
  • Added the StringExtraData nodes and the BSX flag ( which was already present and set up correctly ),
  • Created a misc. item that used the above mesh,
  • Created an UseItemAt AI package with the misc. object set as the target; and
  • Finally the idle anim. record in the Idle manager with a GetIsUsedItem condition.

I tested it by adding the package to an actor but nothing happened. Any idea where I'm going wrong ?
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Celestine Stardust
 
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Post » Fri May 27, 2011 5:35 am

Created a misc. item that used the above mesh

Misc. as in Miscallenous > AnimObject or Items > MiscItem?
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Amy Smith
 
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Post » Thu May 26, 2011 10:55 pm

Both, from what I made of the instruction. Is that why I got kicked in the nuts ?
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kirsty joanne hines
 
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Post » Fri May 27, 2011 4:30 am

If my memory serves right you do need both, and the UseItemAt and GetIsUsedItem need to refer to the Items->MiscItem ID, with the AnimObject being tied to the animation when it's defined. I.e the linkage is AI package -> MiscItem -> IdleAnimation -> AnimObject.
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Dan Endacott
 
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Post » Fri May 27, 2011 10:30 am

Tried it - Didn't work either. In any case, the other AnimObject-using idles aren't set up that way 0 The getIsUsedItem points to the inventory item that they should be using.

EDIT: A closer look at the GenericMug.nif anim object shows that I've set up the mesh incorrectly. Besides it seems to need more "data" to know which point of the mesh is to be attached to the bone. If it won't be too much to ask, would someone be able to edit the above mesh and fix it up? I basically want the crumpled paper to look like a hankie and want it attached to the palm of the weapon hand.
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Prisca Lacour
 
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Post » Fri May 27, 2011 1:39 am

Both the extra data properties should be attached to the root NiNode. The extra BSX is redundant. This should work:

http://www.mediafire.com/file/nxojyknmow0/crumpledpaper1.nif

The Prn block, which contains the "more data" you speak of, now points to the Torch bone. You can change it to Weapon if you want it in the other hand.
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 10:46 am

Both the extra data properties should be attached to the root NiNode. The extra BSX is redundant. This should work:

http://www.mediafire.com/file/nxojyknmow0/crumpledpaper1.nif

The Prn block, which contains the "more data" you speak of, now points to the Torch bone. You can change it to Weapon if you want it in the other hand.
I obviously had no idea about waht I was doing. Many thanks :thumbsup: I shall try it right away It works like a charm, mate! Cheers.
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gandalf
 
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