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Some remarks:
This syntax is fix. 4 animations are needed, and all options except -o (and the
arbitrary number of AnimObjects) are ignored.
The AnimEvents _1 to _3 are dummies (due to the usual FNIS syntax). The animation
sequence is started with the 1st AnimEvent (e.g. "sae FNISeatFlute"), and stopped
with "sae IdleStop". No way to use these animevents to change the logic.
The AnimObject(s) appear(s) after one sec into the start animation.
Headtracking is switched off 1 sec into the var1 and var2 animations, and switched
on again 1 sec before the end of the respective animation.
There is no Exit animation (like in the vanilla eating). With a short 0.2 sec
transition the actor looses the animaObject and goes into default seating. Not very
nice, but standard (although I could change on request).
- file pre-cache
Skyrim pre-caches it's animation files in order to have them ready in heavy load
situations. Without pre-caching you can see sporadic t-pose
situations when using mods/files like Gender, PCEA, FNIS Sexy Move, FNIS Flyer,
Flying Mod. For that purpose Skyrim has numerous lists
in animationsetdatasinglefile.txt which define the animations that are pre-cached
whenever the player, and probably NPC as well, equips (selects)
a different weapon or spell. Unselecting everything means h2h. Idle animations
(including furniture animations) seemingly are not cached.
That could be the reason for reports where unexplainably NPCs or creatures get
stuck in t-poses. Even without FNIS :)
Apparently there is one list for each weapon combination. Therefore the 1hm
animations appear in 15 different lists. To pre-cache custom 1hm
animations they have to be added to each of these 15 lists. The lists are extremely
hard to comprehend, since all file names are crc hashed into
3 numbers.
If you want to add other custom files you can modify the file appropriately. The
file has sufficient comments to understand what is hidden
behind the crc values. There are numerous online tools on the net to convert to
crc32. But make sure by comparing with existing values that the
tool uses the same parameters as the engine for crc ecomputation.
<Modname>
'comments and empty lines are possible
<reference path crc>
<reference file crc>[/<appearance1>,<appearance2>]
<custom path crc>
<no of custom animations to be added to the reference>
<custom file crc 1>
.......
<custom file crc n>
'