AAF Animation Pack Guide - Basic

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How to Make a Basic Animation Pack for AAF

1. Create your animations. I highly recommend ShadeAnimator's kit as a starting point for making
animations. BrainPoof / Nightasy also makes very helpful video guides related to setting up and
using the tools needed for 3D work.
2. Create a new esp file with the CreationKit that will hold your idle animations.
3. In the Creation Kit, with your esp loaded as the active file, go to GamePlay > Animations...
from the top nav.
4. Within the Idle Animations panel, navigate to
“actors\Character\Behaviors\RaiderRootBehavior.hkx”. Right click on “LOOSE” under that
RaiderRootBehavior entry and select “Insert Child”.

5. Enter an ID for your animation. Set “Anim Event” to “dyn_ActivationLoop”.


6. Add the path to your idle animation relative to the Fallout Data folder into the “Animation File”
input field.
7. Repeat steps 4-6 for each animation you are adding.
8. Once you are finished adding animations be sure to save the esp file.
9. Now you will need to create two XML files that will contain all the data needed for AAF to run
your animations.
10. Open “YOURMODPACKNAME_animationData.xml” with a text editor like Sublime Text.
You will want to rename this xml to something unique. And this xml file must be placed in the
“Data>AAF” directory for AAF to find and read it. This is the file where you will define how
idles are packeged together to create an animation.
11. At the top of the XML is a meta node. You can give it any title or version you like. But, the
dataSet must be “animation”.

12. The next line is a defaults node. Any parameters that you define here will be added to every idle
node by the engine. The source parameter is needed for every idle so that it knows which esp to
pull the idle from. So, change the value of source in defaults to the name of your esp file that
contains your idles.

13. The next node is an example of a definition for a single actor animation. Change the id to a
unique identifier. It may be a good idea to include your mod title in the name to avoid
conflicting with other animations of the same name. For the time parameter, enter the number of
frames this idle is in length. For tags, you can enter whatever and however many comma
separated tags for the animation.

In the actor node, you can enter a gender parameter to define what gender is supposed to use
that idle. You can also completely omit the gender parameter if you want the idle to be used for
either gender.

In the idle node, you must enter the correct form ID for the idle. The easiest way to get that I
have found is to open your esp with FO4Edit and expand the “Idle Animation” branch. The
form ID will be listed next to each animation name.

For the idle id, you can enter anything. But, it is advisable to just enter the name that you gave
the animation in the CreationKit to help you keep track.
14. The next node is an example of a definition for a two actor animation. Go through the same
steps as 13, adding in unique info for each actor.

15. You can make three, four and five+ actor animations by adding additional actor nodes and
filling them all out with the correct information. The system is currently designed to allow up to
7 actors in one animation, each running their own idle.
16. Now, you need to create the second XML file for positions. Open
“YOURMODPACKNAME_positionData.xml” in a text editor. This XML file will also need to
be placed in “Data>AAF” in order to be found. This is the file where you will define how your
animations will be referenced through the API and by the game engine. In AAF, you start
“positions” rather than idles or animations.
17. As with all AAF XML files, this also has the meta file header. Again, use whatever title and
version number you would like. But, the dataSet must be “position”.
18. There is also a defaults node. You do not need to use that for this basic example.

19. For each animation, set up a corresponding position node. The ID is how you will reference the
position to start it specifically. The animation parameter references the ID that you assigned to
an animation in the animation XML.

In a minimal animation pack, this position XML file may seem superfluous as all it is doing is
passing along the ID of the animation where all of the data really is. But, in more complex
animation packs, this position XML has some additional parameters that can be used to utilize
hierarchy features.

20. That is it for editing XML. Now, you create the mod folder structure. Typically, that is “Data”
as your top folder, then the “AAF” folder underneath that (containing your XML files) and your
esp file in the Data folder. Zip up the data folder and you will have an installable animation
pack.
You can easily test your animation pack in AAF with the wizard. Once the game loads up, press
“Home”, select some actors and a location and in the third wizard step you should see your positions
listed as options.

If the mod does not seem to be working properly, you can go into the “AAF_settings.xml” within the
“AAF” folder and change the value for the “debug_on” setting from “false” to “true”. This will keep on
a built in debug window that can show some information about what is happening in the engine. If you
turn that on and it never says “Debug Mode On” that usually means that something is malformed in
your XML files. Maybe a missing quotation mark or missing forward slash to close a node.
If you get stuck or have any questions, feel free to reach out on-line and I will try to provide
clarification as I can. I will be make more guides as I have time and adding them to the project post. So,
check back soon for more info.

-dagobaking

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