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> Furniture and animations, How they work
ghastley
post Jan 14 2019, 04:45 PM
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I'm at the point in The Diablo mod where I need to put Greta in a Pillory where she can be rescued. I can't use the shackles for this as they go against a wall, and her developing wings are either hidden, or clip through the wall behind her. Fortunately, the work has already been done, and I just have to extract the one piece from a huge animation resource pack.

The method of creating new furniture items, and connecting up the entry/loop/exit animations is a topic that's worth documenting, as I haven't found a decent one anywhere else. This thread will hold my notes as I find out all about it.

The "sit" animation isn't a standard one, so a mod using it will need FNIS to install the extra behaviour data and animations. At least that's become a standard, and users are fairly familiar with the process.

I may also include Idle Markers, which work in a similar fashion, but without a static item, and explain how Animation Objects work. These are items that appear only when the animation is performed, such as musical instruments, or the broom. Lots of things will be common between all these.


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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley
post Jan 21 2019, 02:37 PM
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Well, I thought I had it all working nicely. There's a "Succubus Factory" in the last part of the dungeon I'm building where the mad scientist failed necromancer is working Clavicus Vile's evil process of turning the victims into succubi. Part of that is grafting on the wings, which requires restraint, at most stages. I have one woman hanging by her wrists as her wing sprout, and a few succubi in stocks and pillories being punished for not learning their lessons. All of those work properly, with the NPC aligning correctly with the apparatus.

The one that's not working is the table. She's supposed to be bent over the edge of the table, with her ankles tied to the legs, and her wrists bound across to the other side. However, she consistently ends up about a foot into the top, instead of at the edge. Testing another copy with the player gets the right result, but the linked object method of setting the pose fails.

I have more work to do before I start telling others how to do this.


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mALX
post Jan 21 2019, 09:40 PM
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QUOTE(ghastley @ Jan 21 2019, 08:37 AM) *

Well, I thought I had it all working nicely. There's a "Succubus Factory" in the last part of the dungeon I'm building where the mad scientist failed necromancer is working Clavicus Vile's evil process of turning the victims into succubi. Part of that is grafting on the wings, which requires restraint, at most stages. I have one woman hanging by her wrists as her wing sprout, and a few succubi in stocks and pillories being punished for not learning their lessons. All of those work properly, with the NPC aligning correctly with the apparatus.

The one that's not working is the table. She's supposed to be bent over the edge of the table, with her ankles tied to the legs, and her wrists bound across to the other side. However, she consistently ends up about a foot into the top, instead of at the edge. Testing another copy with the player gets the right result, but the linked object method of setting the pose fails.

I have more work to do before I start telling others how to do this.



Oooh, this is really interesting! I saw an Oblivion mod on Nexus once that used all sorts of (torture devices) so when you found the secret dungeon you came across several NPC's being held prisoner and (supposedly tortured in there; though all you really saw was them posing on the torture devices and tables).

I actually used some of his ideas on my own dungeon basement in Skyrim where (Darkness Eternal's two vampire children from his story on here: Draken and Raven) were kidnapping female NPC's and holding them hostage to act as "Mommy's" = the AI package was to have the NPC's move from their jail type cell to the torture tables; and there were numerous bodies buried there that were numbered "Mommies" that failed to survive.

And yeah, there was problems getting them to the right point on the tables. You had to edit the animation and move the static in the "Edit Base" to get it right; and sometimes it still didn't want to function right as if there was some collision on that part of the tables that kept it from doing right.




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