Custom Animations Are Now Possible!!! - Mods Posted by: bloodreaver9 on 08-21-2006 @ 05:18 - Source: Zennorious
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Well...another break through for the modding community! This is from a thread in the Official Forums
I managed to make custom handmade animations working in the game using 3ds max and the Civilization IV exporter.
The created kf files are not on pair with the default Oblivion animations because you can't start them with the PickIdle script function. I noticed one important thing though: When an actor is knocked down or killed its body will be controlled by Havok (ragdoll). Just at the moment when it regains control over its body the custom made animation can play correctly. There is a trick to easily force an NPC or even the player into this state. (See the tutorial.)
1, Extract the Civilization IV plugin's archive, and copy the folders and files into the 3ds max folder.
2, Launch max. You will need to enable the Civ4 toolbar for animations.
___a, Select "Customize->Customize User Interface" from the menu.
___b, Select the Toolbars tab.
___c, Press the New button. Type a name like "Civilization IV Toolbar" or something like that. Press OK. The new toolbar should appear on the screen.
___d, From the category combo box select "Civilization IV Tools" and drag&drop "CivilizationIV Animation Manager from the list below onto the new toolbar. (This is the only button we need.)
___e, Close the Customize User Interface dialog.
3, Now we need to setup a biped.
___a, In max's Command Panel (on the right by default), under the Create tab press the Systems button (two little gears).
___b, Press the Biped button.
___c, The default biped settings are not good for Oblivion so we'll need to edit these things:
______-set Neck links to 2
______-Spine links to 3
______-Tail links to 9 or maybe to 0
______-Fingers to 5
______-Finger links to 3
______-Toe links to 1
______d, Draw the biped on the perspective window and after it appears without deselecting it set its height to 128 and its X and Y coordinates to 0. And rotate it so its Z rotation coordinate will be 90 instead of -90. (The Biped should have 63 objects. I know it's not all that Oblivion supports but enough to make animations to work.)
______e, Rename "Bip01 Tail" to "Bip01 TailRoot". Unfortunately animating the tail seems to be trickier than the rest of the body parts.
4, Press the Time Configuration button on the bottom right side of the max window and set the frame rate to Custom 15 FPS. (I don't know if this step is important or not.) You can also set the animation's length here.
5, Animate the biped. I'm not an animator so I can't tell you much about this step, but I usually do this with the Auto Key button.
6, Press the ďCivilizationIV Animation ManagerĒ button on the toolbar created in step 2.
___a, Press Add in the Known Actor Roots section and then select "Bip 01". (The easiest way is through the select by name button on the toolbar.)
___b, In the Active Sequence section you must specify a name. The name must follow this syntax: SpecialIdle_AnyName where AnyName can be any name. But the SpecialIdle is important!
___c, In the Active Sequence section you can enable Loop Sequence if you wish to loop the animation infinite times in the game.
7, Export the file.
___a, Select File->Export.
___b, Select CivilizationIV as file type. Choose a name, select the OblivionDataMeshescharacters_maleIdleanims folder and press Save.
___c, In the export dialog set the File Export Script to "Single KF Export without NIF". Press OK.
8, Start the Construction Set and load Oblivion.esm.
___a, In the Gameplay menu select Idle Animations.
___b, Right click on Characters_maleIdleAnims, select Insert Child.
___c, Give the child an ID and append your animation file to this ID.
___d, You can also specify conditions for this animation.
___e, Save your mod.
9, In the game open the console, click on an NPC, or yourself and write "ForceAV Fatigue -1". This should knock out the NPC for a fraction of a moment, but this is good because it is required to start the animation.
Good thing: When the animation is used on the player he/she will automatically go into third person view and when the animation is over back to the original view.
Bad thing: Since ForceAV and ModAV works differently from scripts it is trickier to start the animation from a script. I donít suggest using quest scripts because those donít run in each frame, but you can use object and magic effect scripts. In my mod I used a magic effect script. It is called GymnasticsMagicEffect, check it out, itís well commented.
The video is pretty funny but expect to see some amazing things in the coming months! Crossbows, spears, horse combat...you name it!
i think i get how u did this... u modded a paralyze spell (that didnt count as an attack sence guards dont care) but in this new paralyze spell u did put in these animations instead of the Ragdoll... very smart!
btw what happends if u do this to a horse?
#10 - Posted by: ZONIC (Member) on 08-23-2006 at 10:41
btw what happends if u do this to a horse?
LOL!!! I want to see someone do that ^^
Gonna try this out
#12 - 08-27-2006 at 02:05
Rarusu From: (Hammerfest) Joined: May 16th, 2006 Posts: 23
Awesome!! He who made this is a true genius!!
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