Statues: Using a looping animation of 1 or 2 identical frame

Post » Mon Nov 09, 2009 2:09 am

I've been looking at these tutorials about how to make a statue (after 30 minutes worth of sweat and blood, I have successfully posed a skeleton) and while they work, they are fairly complicated and if you don't watch out, you can waste a good deal of time before getting some results. You have to use bsa commander, blender, latest nif scripts for blender and nifscope. Awfully tedious IMHO.

There must be a simpler way, using the CS and some scripting knowledge. Is it? Or is it not?

So my question is: can we make a script to restrain a creature in a pose by choosing what key frames to loop from the .kf file? Let's say that I want to make a stuffed spriggan and I want it posed in one of the frames from the selfcast animation. Can we make a script in the CS in which we command the creature to loop 1 or 2 identical frames? Technically, the spriggan would be actually moving because it is animated, but to the player's eye it would be motionless.

If this is not possible, then I have an alternative idea. Can we edit a .kf file to have only 1 or 2 identical frames and then assign it to a creature? Making the animal loop the animation would be no problem in the CS, I imagine.

Cheers!
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Zach Hunter
 
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Post » Mon Nov 09, 2009 5:01 am

you can probably edit a kf to have only a 1 frame.

I think you would just find the time that the animation is in that pose. and set the start and end time in the nicontrollersequence. set it to loop. you probably wan to change the sequence name as well. And then I guess you can force that anim on the creature. :shrug:
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Trish
 
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Post » Mon Nov 09, 2009 1:57 pm

There is no way to stop an animation midway.
But if you have a .kf in the position you want it, you may adapt the vanilla player's statue scripts to your needs.
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:)Colleenn
 
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Post » Mon Nov 09, 2009 1:23 am

Thanks guys! ^_^
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roxanna matoorah
 
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