Animations and Scripts

Post » Tue Sep 21, 2010 5:20 am

Hi,

Ok here is the deal.

I have made a new ideal pose for a certain NPC in which he kind of sits down and meditates when he is idle.

What I need him to do is to sit down when he is idle {I have a clamped kf file for this ... lets say transition-into.kf) and then remain in that pose for as long as needed {again I have a seperate looping kf for this ... lets say pose.kf}. Then when he needs to attack or walk ... I need him to stand up {have a clamped seperate kf for this ... lets call it transition-ou.kf}.

Is this possible with scripts ... if yes can someone PLEASE write me a draft script {I have 0 experience with scripting}.
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m Gardner
 
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Post » Tue Sep 21, 2010 8:30 am

Sitting, especially with sit down/get up clamps, simply is not suited as idle. You would get bad side effects when the sit idle would be mingled by the engine with other anims.

What you describe is an (incomplete and most likely incorrect) set of sitting idle animations, which needs to be started and ended by a AI Package, dependig on some conditions which we can't see from your short description. To make it short, it's probably a bit complicated for someone with 0 scripting experience.
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Reven Lord
 
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Post » Tue Sep 21, 2010 3:19 am

Set the first animation to be looping and hang its final keys for a few frames -> you can not interput a Clamped SI but you can interupt a Looping SI so the first one needs to be Looping -> then the second one is already looping and when your done with that pose the final anim will be clamped and will remove all active SI's -> I use this exact set of scripted anim playcalling to expand my own Magic Overhaul with custom animations on a per spell per skill per actor basis so the entire spell casting system is dynamic the more skill you have the less casting time a spell takes to cast in general also use it for concentration spells -> its basically the same as what your trying to do.
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Chantelle Walker
 
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