Difference between revisions of "Creating a Mannequin"

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== Setting up the Mannequin ==
== Setting up the Mannequin ==


* Add a trigger to the mannequin.
Before you begin, it's helpful to know that there are three components that go into creating a functioning mannequin:
** Select the mannequin (''PlayerHouseMannequin'') and from the toolbar click '''Create Trigger''' button (it's the cube with the "T" inside). Select ''MannequinActivateTrig'' from the drop menu and click OK. The red trigger box will automatically cover the mannequin.
* ''PlayerHouseMannequin''
* ''XMarkerHeading''
* ''MannequinActivateTrig''


* Edit the references and link them together.
First, add a ''PlayerHouseMannequin'' to the space. It can be located under ''Actors/Actor''
** Edit ''PlayerHouseMannequin''. In the '''Linked Ref''' tab, add ''XMarkerHeading''. In the '''Activate Parents''' tab, add ''MannequinActivateTrig'' and check the '''Parent Activate Only''' box.
Second, add the ''XMarkerHeading'' next to the 'PlayerHouseMannequin'.  Place it next to the mannequin, but not on top.
** Edit ''XMarkerHeading'' > In the '''Linked Ref'' tab, add ''PlayerHouseMannequin''.
Third, with the ''PlayerHouseMannequin'' selected, click the ''Create Trigger'' button on the toolbar.  The icon looks like a cube with a "T" on the front of it.
** Edit ''MannequinActivateTrig'' > In the '''Primitive''' tab, check the "Player Activation" box.
You now have all the components necessary.


Your mannequin (and its trigger) need to be inside the marker box, both facing the '''same''' direction! So put everything together with the move tool. Save the mod and launch the game.
Editing the PlayerHouseMannequin:
* Double click the ''PlayerHouseMannequin'' to open the edit window.  Careful to not accident;y double click the ''MannequinActivateTrig'' box that surrounds the mannequin, usually the mannequin's hands stick out from the box and can be selected by double clicking on the exposed hands.
** Choose the '''Linked Ref''' tab, right click in the empty field, and choose '''new'''.  The ''Choose Reference'' window will open, choose '''Select Reference in Render Window'''.  Then double click the ''XMarkerHeading'', and choose '''OK'''.
** Choose the '''Activate Parents''' tab and right click in the empty field, and choose '''new'''.  The 'Choose Reference' window will open, choose '''Select Reference in Render Window'''.  Then double click the ''MannequinActivateTrig'' box that surrounds the mannequin, and choose '''OK'''.  Check the box marked '''Parent Activate Only''' and then close the edit window by choosing '''OK'''.
 
Editing the XMarkerHeading:
* Double click the ''XMarkerHeading'' object to open the edit window.
** Choose the '''Linked Ref''' tab, right click in the empty field, and choose '''new'''.  The ''Choose Reference'' window will open, choose '''Select Reference in Render Window'''. Then double click the ''PlayerHouseMannequin'', and choose '''OK'''.  Choose '''OK''' again to close the edit window.
 
Editing the MannequinActivateTrig
* Double click the ''MannequinActivateTrig'' object to open the edit window.
** Choose the '''Primitive''' tab and check the box marked '''Player Activation'''.  Choose '''OK''' to close the edit window.
 
The last step to to select the ''XMarkerHeading'' and physically drag it on top of the ''PlayerHouseMannequin'' and ''MannequinActivateTrig'' so that the mannequin is centered inside the XMarkerHeading box.
 
The process is complete.


== Known Issues ==
== Known Issues ==

Revision as of 14:21, 2 April 2012

Mannequins are a convenient and visually pleasant way for the player to store armor. This tutorial will show you how to add a mannequin to your mod.

Adding Your Mannequin

  • From the Object Window, drag PlayerHouseMannequin and XMarkerHeading into the Render Window with the desired cell loaded.
    • PlayerHouseMannequin > Under Actors\Actor.
    • XMarkerHeading > Under WorldObjects\Static

Setting up the Mannequin

Before you begin, it's helpful to know that there are three components that go into creating a functioning mannequin:

  • PlayerHouseMannequin
  • XMarkerHeading
  • MannequinActivateTrig

First, add a PlayerHouseMannequin to the space. It can be located under Actors/Actor Second, add the XMarkerHeading next to the 'PlayerHouseMannequin'. Place it next to the mannequin, but not on top. Third, with the PlayerHouseMannequin selected, click the Create Trigger button on the toolbar. The icon looks like a cube with a "T" on the front of it. You now have all the components necessary.

Editing the PlayerHouseMannequin:

  • Double click the PlayerHouseMannequin to open the edit window. Careful to not accident;y double click the MannequinActivateTrig box that surrounds the mannequin, usually the mannequin's hands stick out from the box and can be selected by double clicking on the exposed hands.
    • Choose the Linked Ref tab, right click in the empty field, and choose new. The Choose Reference window will open, choose Select Reference in Render Window. Then double click the XMarkerHeading, and choose OK.
    • Choose the Activate Parents tab and right click in the empty field, and choose new. The 'Choose Reference' window will open, choose Select Reference in Render Window. Then double click the MannequinActivateTrig box that surrounds the mannequin, and choose OK. Check the box marked Parent Activate Only and then close the edit window by choosing OK.

Editing the XMarkerHeading:

  • Double click the XMarkerHeading object to open the edit window.
    • Choose the Linked Ref tab, right click in the empty field, and choose new. The Choose Reference window will open, choose Select Reference in Render Window. Then double click the PlayerHouseMannequin, and choose OK. Choose OK again to close the edit window.

Editing the MannequinActivateTrig

  • Double click the MannequinActivateTrig object to open the edit window.
    • Choose the Primitive tab and check the box marked Player Activation. Choose OK to close the edit window.

The last step to to select the XMarkerHeading and physically drag it on top of the PlayerHouseMannequin and MannequinActivateTrig so that the mannequin is centered inside the XMarkerHeading box.

The process is complete.

Known Issues

  • If the mannequin seem to be alive and freeze in a strange pose after you leave the inventory, just leave the room (cell) and come back.
  • For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell. Rotating the mannequin to an other direction seems to fix the issue. If you still want your mannequin to face north (0,0,0 rotation) all you need to do is rotate the mannequin's activator by 90 deg on the z axis so that it is not oriented "north," then resize the activator if needed and all should work normally.

External Links