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Customizing anims.
12-29-2009, 01:12 PM,
#1
Customizing anims.
As per request of jucklesjenk I wrote a small guide.


I am using the forging animation (a combined anim) from SI as an example.

How to proceed:
  1. You have to unpack your kf files (use bsa commander or a similar tool).
    OB SI meshes>>characters>>_male>>idleanims.

  2. Rename a Misc item using e.g. a "BroomLower01", for ST, "0StSrAnimForge".

  3. Go to the "GamePlay" menu and select "Idle animations". Click on the Unique Idle animations>>SEAnims>>SEGeneral and create a new anim (in this case StForge) as shown in this screenshot (use "0StSrAnimForge" (Misc object) as a condition).

  4. Create a new entry using the SEIdleObjectsBlackSmithClamp (Miscellaneous>>AnimObjects), for ST, StForging. Assign the "STForge" anim you created earlier.

  5. Create a new entry using the SEIdleObjectsBlackSmithHammer (Miscellaneous>>AnimObjects), for ST, STForgingClamp. Assign the "STForge" anim you created earlier.


This anim works through an "use item at" pack.
"0StSrAnimForge" can be found under the "MiscItem" tab. Don't use this object for modding, it ensures that the anims are played in conjunction with an "use item at" pack.


If you're going to use this technique please acknowledge the Silgrad Tower team. :Checkmark:
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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