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MotokiMO
Diviner

Reged: 09/06/03
Posts: 2174
Getting an npc to freeze and hold an animation pose, is this possible?
      #2517747 - 04/26/04 11:36 PM

Is it possible by any means (scripting, max, a 3rd party utility etc) to get an npc to freeze frame if you will on an animation and hold a particular pose?

What I am thinking is something like this:

http://home.comcast.net/~hofferc/MO_Praying.jpg

I snapped that midstream casting a spell, but what I would like to do is have some npcs praying that can hold that pose. Is this doable at all?

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Cortex
Curate

Reged: 01/10/02
Posts: 996
Loc: London, England
Re: Getting an npc to freeze and hold an animation pose, is this possible? [Re: MotokiMO]
      #2517776 - 04/26/04 11:57 PM

Have you tried adding an ability of paralysis?
It might work if timed correctly.

--------------------
Scripted spells 1.2 download Scripted Spells
Vampire Embrace 1.9 [BETA]

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MotokiMO
Diviner

Reged: 09/06/03
Posts: 2174
Re: Getting an npc to freeze and hold an animation pose, is this possible? [Re: Cortex]
      #2517828 - 04/27/04 12:32 AM

Hmm true, but I wanted to have a chapel where you walk in and some npcs are praying. Hmm.

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Cortex
Curate

Reged: 01/10/02
Posts: 996
Loc: London, England
Re: Getting an npc to freeze and hold an animation pose, is this possible? [Re: MotokiMO]
      #2517889 - 04/27/04 12:57 AM

Maybe on their script when you enter they could remove the paralysis ability if its already on them, do the cast animation then freeze after half a second (or whatever time you determine) by their script adding the ability.
If they are out of line of sight from the door the player will never know they werent always like that.

--------------------
Scripted spells 1.2 download Scripted Spells
Vampire Embrace 1.9 [BETA]

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Evilgreebo
Initiate

Reged: 12/01/03
Posts: 53
Re: Getting an npc to freeze and hold an animation pose, is this possible? [Re: MotokiMO]
      #2517914 - 04/27/04 01:06 AM

These are the 3 main script commands for controlling animations. SkipAnim should be what you are looking for.

SkipAnim
SkipAnim

Type: Animation

Returns: none

Example: SkipAnim
"taren andoren"->SkipAnim

Scripts: Not Used


Causes the current animation to not be played for this frame. One of the useful things to do with this is to create armor dummies for displaying
armour and clothing. Simply create a new NPC, set its health to 0, and attach to it a script like the following:
begin test_dummy
SkipAnim;
end

When you insert the NPC into the game it will die (since it has no hitpoints) but it will not 'fall over' since all its animations are disabled.
You can then access its inventory (since its dead) and any armour that you place in the dead body will be automatically equipped. Unfortunately it
appears that weapons are not automatically equipped in the same manner.

PlayGroup
PlayGroup, GroupName, [Flags]

Where: GroupName = Animation group to play.
Flags = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it’s full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.

Type: Animation

Returns: none

Example: PlayGroup, Idle2
"taren andoren"->PlayGroup, Idle, 0
"Black Dart Malar"->PlayGroup "Death1"

Scripts: AzuraEnd
rockSlide
drowned


Plays the animation group defined by GroupName. Optional flags can be used to start the group in different ways.
The various group names can be found by viewing the animation menu options in the Character menu in the Construction Set.

loopgroup
Loopgroup, GroupName, Number, [Flags]

Where: GroupName = Animation group to play.
Number = The number of times to play the animation.
Flags = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it’s full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.

Type: Animation

Returns: none

Example: LoopGroup, Idle3, 5

Scripts: OutsideBanner
sotha_machine1


Plays the animation group defined by GroupName the number of times specified. Optional flags can be used to start the group in different ways.
The various group names for NPCs can be found by viewing the animation menu options in the Character menu in the Construction Set.

See Also: PlayGroup


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MotokiMO
Diviner

Reged: 09/06/03
Posts: 2174
Re: Getting an npc to freeze and hold an animation pose, is this possible? [Re: Evilgreebo]
      #2517970 - 04/27/04 01:24 AM

Ah thanks so much. This helps lots.

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