Difference between revisions of "Animation Tab"

234 bytes added ,  02:01, 20 June 2012
m
That is what the _ means. Gender specific files are in specific folders named 'male' and 'female', not _male.
imported>Throttlekitty
(→‎Animation file format: corrected info about .kf data)
imported>Prideslayer
m (That is what the _ means. Gender specific files are in specific folders named 'male' and 'female', not _male.)
 
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The [[Animation Tab]] shows all the animation available to the actor. If the preview box is checked, selecting one of the animations will show it in the preview window.
The [[Animation Tab]] shows all the animation available to the actor. If the preview box is checked, selecting one of the animations will show it in the preview window.


Animations are stored as KF files. For the player's character and NPCs, 3rd person animations are located at meshes\characters\_male (despite the name, animations are gender-neutral). 1st person animations are located at meshes\characters\_1stperson. Animation files can be placed at meshes\characters\_male\specialanims and then assigned to individual actors to be used instead of the default 3rd person animations. It is possible to assign animations to the "player" actor which will affect the player in game. Using the race menu will reset the player's animations to default but saving and reloading will reactivate the new animations.
Animations are stored as KF files. For the player's character and NPCs, 3rd person animations are located at meshes\characters\_male. 1st person animations are located at meshes\characters\_1stperson. Animation files can be placed at meshes\characters\_male\specialanims and then assigned to individual actors to be used instead of the default 3rd person animations. It is possible to assign animations to the "player" actor which will affect the player in game. Using the race menu will reset the player's animations to default but saving and reloading will reactivate the new animations.


Animations belong to animation groups ([[AnimGroups|AnimGroup]]). Animations that share the same AnimGroup can not play simultaneously, e.g. only one animation in the Movement AnimGroup can be active at a time. The exception to this is when transitioning from one animation to the next, the two animations will blend together. E.g. when transitioning from walkForward to runForward, the animations will both play simultaneously during the transition period. However, animations in separate AnimGroups ''can'' play simultaneously. This allows actors to play attacks while moving.
Animations belong to animation groups ([[AnimGroups|AnimGroup]]). Animations that share the same AnimGroup can not play simultaneously, e.g. only one animation in the Movement AnimGroup can be active at a time. The exception to this is when transitioning from one animation to the next, the two animations will blend together. E.g. when transitioning from walkForward to runForward, the animations will both play simultaneously during the transition period. However, animations in separate AnimGroups ''can'' play simultaneously. This allows actors to play attacks while moving.
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* NiTransformData can also dictate how keyframes are interpolated. Linear Interpolation will move in a direct line from one keyframe to another, such as a sharp sawtooth wave. Quadratic Interpolation can specify arcs to travel between keyframes, such a a smooth sine wave.
* NiTransformData can also dictate how keyframes are interpolated. Linear Interpolation will move in a direct line from one keyframe to another, such as a sharp sawtooth wave. Quadratic Interpolation can specify arcs to travel between keyframes, such a a smooth sine wave.
* Some animations apparently loop automatically when played in the CS preview window. This is governed by the 'Cycle Type' field in a .kf, which can be set to forward (once), looping, or backward (once).
* Some animations apparently loop automatically when played in the CS preview window. This is governed by the 'Cycle Type' field in a .kf, which can be set to forward (once), looping, or backward (once).
* '''Skeletons''': Whilst the NPC form contains the skeleton field accessible in [[FO3Edit]], unlike in Oblivion you cannot set an NPCs skeleton per actor. Any changes from the default skeleton are ignored, and the skeleton is reverted to default when the file is edited in the GECK.


[[Category:Creatures]]
[[Category:Creatures]]
[[Category:NPC]]
[[Category:NPC]]
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