Author Topic: Head Turning Animations  (Read 617 times)

Legacy_ZugothNDeadly

  • Full Member
  • ***
  • Posts: 174
  • Karma: +0/-0
Head Turning Animations
« on: December 29, 2015, 02:26:44 pm »


               

I made some custom animations for head turning but they don't show in game, how is that?



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Head Turning Animations
« Reply #1 on: December 29, 2015, 02:40:07 pm »


               

If I'm not mistaken, head turn based on the 2da entry which allows head turning, it not driven by an animation cycle in any file. Instead, the head turns toward wherever the nearest look target is, which cannot be hard coded, because it needs to be dynamic.


 


The node which turns is defined in the nearby head column in the same 2da. I believe that is appearance.2da. Head turn and head node should be near the end of the row.



               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Head Turning Animations
« Reply #2 on: December 29, 2015, 07:42:13 pm »


               

Are you talking about animations like "chturnl"?  I don't have personal experience with this but I was coincidentally researching Maleioch's salamanders in the  Omnibus and came across a series of threads ("maleioch" AND "head turn") by him about head turn animations not firing.  Being the Omnibus, your mileage may (obviously) vary but see Lathspell's comment about uncommenting bits of a spawn script and Kinaar Greycloak analysis a few messages down in the thread entitled "Bioware Guys Can you answer this?"


 


Hope that helps.