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Vader666

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  1. The File size could become an issue kinda quick^^ Not necessarily for AAF, but a single 5000 frames anim (one stage of one anim) is not particulary small, and of course those would add up...
  2. Vader666

    TortureDevices

    These parts would still appear out of thin air. But sure in overall doing it that way seems to have more advantages than disadvantages. But it does need doing the slidersets and stuff in bodyslide too... I'll take a look at that.
  3. Vader666

    TortureDevices

    Depending on the body an anim, yes. The idea was to get actually attached pipes and put everything in one piece so no stuff just magicly appears when using the device. In fact i'm mostly overthinking all the stuff im doing, thinking about how it would work in reallife, from a technical standpoint. Kinda the curse of beeing a technical guy doing things that just aren't real... So sure just doing them as equippables or even anim objects woud've been easier, but also kinda... meh...
  4. Vader666

    TortureDevices

    Its all one piece so everything is part of the furn. Actually its 3 pieces in one nif but...
  5. Vader666

    TortureDevices

    Well there is this thing: Its animated and actors play a small sequence when they used it. But looking at this right now i realize that i really, really, need to learn how to do textures ^^
  6. Vader666

    TortureDevices

    Do some items work or does none of them trigger an animation ? Afaik the CRP stuff doesen't use the anims, however the CRP items are included in the newer versions of DD, which do use the animations. Items not beeing displayed pretty much means something went wrong when building the meshes in bodyslide, are you sure they were generated into the correct folders ?
  7. Unfortunatly black magic is prohibited by law in my country. Seriously, either it's just not working like you think it does or i just don't get what you mean. Well Soon™. I just found out that its not possible to call dyn_activated anims while there is already one running. So i either have to edit the behavior files of pretty much any creature, something tells me im not going to do that, or make every animation loop like 20 times right in the animation file and see how AAF handles that.
  8. Vader666

    Mods and Money!?

    Wait there are actual tools for modding ?! I always just put random patterns of "0" and "1" in a .txt file and hope that the result is what i've aimed for. But seriously, i don't get why people debate about that whole topic over and over again. If authors of whatever stuff want to share their work for free, its rightfully their decision. If authors of whatever stuff want to get paid in any way, its rightfully their decision. If the stuff you did contains work of other authors you'll need to get permission for anything you want to do with that stuff. If you think you should get anything you want for free because... honestly why do people think they should get everything they want for free ?
  9. Thats to tell havok to loop the animation forever. If you put in different numbers there it will play just this amount of cycles for this anim. But in order to be looped at all you need to set the anim event to dyn_activationloop, otherwise the anim will be played only once regardless of the loop settings. Even though i dont know it for sure my guess is that havok handles the dynamicly created files by designating a graph state to be overwritten by the dynamic idle when needed. The human race seem to have atleast two states for looped and two for non-looped animations because its possible to jump from one dyn_activation animation into another dyn_activated both for looped and non looped. Dogmeat seems to have only one state for looped because you cant call another dyn_activationloop animation if there is already one playing. To play another looped animation you need to call a non looped animation first, then you can call a new looped one. Deathclaws seem to have, well, not none of these but it seems that it was never really meant that they get this functionallity. The thing i still need to test is if it is at least possible to call a non-looped dyn_activation anim while another one of these is already playing. If that does not work ... well, no deathclaw anims for FO4... Physics is a completely different topic.
  10. There is quite a problem to solve with the deathclaw anims, it seems Beth didn't need looped animation on these wich means their havok setup just don't support these. You just cant call a looped animation with dyn_activation. Well you can but only out of the initial graph state or ragdoll state, wich doesn't do any help. I already have some ideas to get around that but haven't had the time to really test if its really working the way i think it works.
  11. Vader666

    Advanced Animation Framework

    You are cheking against the race >NAME< thats a bad idea because, well you see it ^^ The Race name gets translated to the game language which means in the xml the race must be set for every game language there is... Just tested that, as soon as i translate the race in the xml to the race name of the game the anims are shown. But thats only one problem with race names. Race names are not unique to the race wich means even if they share the same name they have a different skeleton and use different behavior files. You should check against the Race ID, which gets never translated and obviously is unique to every race.
  12. Vader666

    Advanced Animation Framework

    Still no animations listed with V45... Are you sure you packed the correct files ? all of em ? Or is there any edit in the xmls needed you may forgot to mention ?
  13. Vader666

    Advanced Animation Framework

    New one. The XML worked fine with V42, with V43 actor selection works, but no anims show up in the list. Adding the races in the Anim_Data ( even tough these are HumanRace anims) had no effect. Maybe the Gender check is causing the issue ?
  14. Vader666

    Advanced Animation Framework

    Yepp no positions listed despite AAF loaded my XML according to debug text. The same XML worked with 42.
  15. Vader666

    Advanced Animation Framework

    Yeah i'm quite close to have all the Deathclaws ported over to Skyrim so we could get them in action with SL
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