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Fallout 4 Animation Kit (F4AK)

 

The Full animation Guide is in PDF format inside the Kit archive! Please, make sure you've read it and FAQ here, before contacting me with questions.

 

Important! Rig version "F4AK_Rig_Final_2013.max" suffix may be outdated and broken. Will fix it in future versions. Use "F4AK_Rig_Final.max" instead. It is for max 2015. If you want to work in earlier max versions, you'll have to open it in max 2015 or 2016 and Save it for earlier version.

 

First to mention - this will be the place I put the latest stable release. I recommend using kit downloaded from here, NOT github!
Github contains a lot of trash files, scripts can be newer but with more bugs.

 

This KIT includes:

  • Detailed guide on working with Fallout 4 animations in PDF format. Both import and export are covered.
  • Almost all tools and plugins you need to export or import animations. If something is not included you can find a download link in the guide.
  • Preset files for HCT, including rig.txt files and .hko settings files.
  • Scenes and rigs for 3ds max for Human character. In later version will add other rigs as well.
  • Deathclaw skeleton and mesh in max format, but its not quite correct, there just an example.


MaikCG is another animator working on F4 animations, who is also taking part it creating this kit. He has his own upload and rig here on nexus, called F4Biped. We work in parallel, and sometimes he can find some new information or something, before me. It will get into this guide too eventually, but if something is missing, you can check F4Biped too, sometimes it may have some additional files or more updated information. And vice versa.

 


FAQ
Q: So, we can now create animations for Fallout 4?
A: Yes, we can. You can.

 

Q: Can I make 3rd person animations using this Kit\Guide?
A: Yes, you can.

 

Q: What is not included in the kit?
A: 3ds max\maya\blender are not included, HavokContentTools is also not included. You'll have to ask other modders to obtain a link for HCT. Everything else is there. But I still recommend looking for newer versions of included tools, like niftools or hkxpack.

 

Q: Were do I get the Guide?
A: Download the rar archive in the Files page here, and it will be in the root, called F4AK_AnimationGuide.pdf. You can view PDF using free Adobe Acrobat Reader, or using your web browser.

 

Q: Will this guide teach me how to work with 3ds max, rig tech and animation theory?
A: No. It is assumed that you know your way around 3ds max at least to some extent, even though I tried to described everything in as much detail as possible. You don't need to be a rigging\animation\3ds max guru, but if you never worked with 3ds max or 3d animation before - I recommend learning those things first. DigitalTutors introductions may be a good place to start. Also I highly recommend larning 12 Animation Principles. Just google it.

 

Q: I'm a newbie in 3ds max and animation, can YOU teach me\explain to me how <stuff> works, etc?
A: No, sorry, I'm not here to teach you basics of 3ds max. I can suggest you learning it first, for example using DigitalTutors.

 

Q: CAT\Biped rig is missing some of the control joints for the game skeleton's joints i'd like to animate, can I add them?
A: Yes you can. Just add additional bones using CAT or Biped tools, align it to match the joint you'd like to move, and name it the same as the joint you'd like to move, but with a correct prefix (Bip_ or F4CAT_). Now using F4AK Rig Connector, disconnect and connect everything again. If you named everything correctly, it should find the joint and connect it. It will only connect Orientation by default, so you may have to add Position Constraint manually.

 

In later version I will add more control joints into biped and cat.

 

Q: When i open the F4bipedimport scene , the biped bones are locked i can't move them ,is it normal?
A: F4bipedimport scene is from F4Biped by MaikCG. It is there to support his animation-import workflow. The Guide has two workflows for animation importing described. For keyframe hand-animation use the main rig scene, "F4AK_Rig_Final.max"

 

Q: 32 bit, 64bit, what this all means, do I need max 32bit or 64bit?
A: You should use 3ds max 64 bit version, there is no reason for you to use max 32bit unless you're using some old 32bit processor in your PC. Autodesk does not support 3ds max 32bit version even anymore.

 

HavokContentTool 2014 is 64bit natively too.

 

Fallout 4 HKX files are bitcoded in 64 bit.
Skyrim HKX files were bitcoded in 32 bit.

 

HKX2FBX converted was created for Skyrim's 32 bit HKX.
So the only moment you ever encounter this bit problem for now, is when you want to IMPORT existing fallout 4 animation from hkx into max. You need to first convert it from 64 to 32 bit and then use HKX2FBX converter.

 

The process is described in the guide.

 

CREDITS
While the author behind this guide and F4AK is ShadeAnimator, it would not be possible without the help of some people.
• ShadeAnimator – author of F4AK and F4AK Guide.
• DexesTTP – developer of HKXPack and HKXAnim.
• MaikCG – author of F4Biped, helped a lot with information, research, guides and some files.
• CPU – a lot of help during research
• NifTools team for NifTools plugins
• JoshNZ – contribution to research

 

TUTORIALS

 

https://www.youtube.com/watch?v=bbR9hCcH3W8

 

 

 

Also available from nexus.


What's New in Version 1.0.5

Released

  • 1.0.5
  • • Fixed skeleton, it was missing IK R bones, which caused some stretching in the game
  • • Note track was missing under Root-Transform, added it. Oops 
  • • Added CBBE Vanilla-shaped mesh into the rig file for reference.
  • 1.0.4
  • • Added motion builder notice
  • • Added motion builder file preset and scene (no twists support)
  • • Added link to tutorial about working with CAT
  • • Other improvements
  • 1.0.3
  • • Added F4Animation.hko from F4Biped. Thanks MaikCG
  • • Fixed bugs in F4AK Rig Connector
  • • Changes in Annotation Guide, still not tested
  • • Changes in Vanilla animation import guide
  • • Improved F4AK_HKXPackUI, it now supports hkx2fbx.exe to convert hkx 32 bit into fbx
  • • Fixed head position
  • • Expanded animation import on cat guide
  • • Correctly positioned all Weapon joints by importing them from one of the vanilla animations
  • • Added Using the Rig to the guide
  • • Other fixes and improvements to the guide and files
  • 1.0.2
  • • Added SaveLoadMapping.xmm
  • 1.0.1
  • • Updated RigConnector. Fixed a few bugs and now you can define through the RigConnector_Data object, which objects should also have PositionConstraints.
  • • Added guide to add custom control joints to the rig.

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