!!!!This Tutorial is a Work in Progress!!!!
Animation Sequences and Priority
A generic list of sequences and their respective priorities, This information was collected from various Oblivion creatures and cross referenced.
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Random Questions Answered
Q: My Transform Priority are the same!!
A: Priorities that are the same will have a 50/50 chance of playing during that specific anim. The more anim in a group, less of a chance for a specific anim will play.
Q: What about Morphs
A: Morph Data requires 3ds Max 5 with the Morpher DLM from 4.2 - This dlm only works in v5 anything newer is unsupported.
Q: My idle was from frame 900 but my walk is from 15
A: Whatever animation chosen is based on it's Transform Priority and Animation Group.
3ds Max Bugs with Creatures
3ds Max 5
- Add Time Tags is broken
3ds Max 8
- Some Morrowind creatures vertices will disappear, A workaround is importing into an older version of max and saving it as a max file. Open back up in v8
Other Random Notes
- Welding Verticies causes the Smoothing Groups to be removed.
- 3ds Max 6 does not support the CivIV Exporter only v7 and v8
- All unique idles such as Look or Search use the Animation Sequence SpecialIdle_XXX replace XXX with the name of your animation. They're stored in idleanims in the respective creature folder.
- Animation sequence names must not contain numbers or special characters in other words "idle1, idle2, idle3" will not be excepted by the engine, you can use "idle_1, idle_2, idle_3" etc etc upon exporting the anim.
