vaultbait Posted October 5, 2021 Posted October 5, 2021 10 hours ago, REB85 said: can you tell me how to use this file in 3d max? Nope, no clue. You had only asked about some way of saving those things to a file, I assumed you meant to be able to load back into another FO4 save or something. It sounds like you want meshes and so on, I don't think most of that is actually contained in the game save file either, it's externalized to data used by the game engine (NIFs, TRIs and so on).
FercPolo Posted October 9, 2021 Posted October 9, 2021 On 4/16/2021 at 10:27 PM, RussianPrince said: This is the wrong place to look for help with mods. I don't mean to sound offensive, but I've been here a lot longer than you and made many more topics asking for help and none of them went answered. You can try the Nexus, Twitter, and Reddit, but mods usually only get the help they need from teams who are already good friends with each other. You can try asking the animators here like @Bad Dog and @Kimy, but they have personal lives and mods they're working on themselves. Don't be rude to senior members. "Don't be rude to senior members?" What are you, 12? This site is supposed to require at least 18. Seriously, your only answer to the OP was "Why?" And now you're saying the OP was rude. Kid, this is a sex mod dungeon for Bethesda games, stop with the fucking gatekeeping. 2
Guest Posted October 9, 2021 Posted October 9, 2021 (edited) 25 minutes ago, FercPolo said: What are you, 12? You should be asking yourself that. 25 minutes ago, FercPolo said: This site is supposed to require at least 18. I have my ID if you need verification. Otherwise, be quiet. 25 minutes ago, FercPolo said: stop with the fucking gatekeeping. Well now, isn't that hypocritical? Do you know what gatekeeping is? You clearly don't. I strongly suggest you do some research as to who the fuck you're talking to. You have: - 12 posts - 0 mod uploads - An attitude problem You also have: - 1 file on the Nexus that seems to me like a bodyslide preset. Edited October 9, 2021 by RussianPrince
Psalam Posted October 9, 2021 Posted October 9, 2021 47 minutes ago, FercPolo said: "Don't be rude to senior members?" What are you, 12? This site is supposed to require at least 18. Seriously, your only answer to the OP was "Why?" And now you're saying the OP was rude. Kid, this is a sex mod dungeon for Bethesda games, stop with the fucking gatekeeping. 22 minutes ago, RussianPrince said: You should be asking yourself that. I have my ID if you need verification. Otherwise, be quiet. Well now, isn't that hypocritical? Do you know what gatekeeping is? You clearly don't. I strongly suggest you do some research as to who the fuck you're talking to. You have: - 12 posts - 0 mod uploads - An attitude problem You also have: - 1 file on the Nexus that seems to me like a bodyslide preset. Is there any chance that I can get you both to relax your sphincters? I'd rather not hide any (more) posts today and I sure as hell don't intend to lock this Thread. And I ain't your mama so I don't care who started it either. So please, "if you can't say anything nice just don't say anything at all." (Or I'll make sure no one reads it anyway.) 3
DocClox Posted November 12, 2021 Posted November 12, 2021 @REB85 Have you looked at platform helpers in the CK as a way to animate your model? Basically, they're pre-animated invisible markers used to control elevators in-game. Mount a visible object on one and it will move with the platform helper. The whole thing is controlled with some fairly simple papyrus commands. There's a rotation helper too. Look at the tattoo machine in RRS. It's not as complex as your model, but it animate nicely using these helpers. The scripting is a bit involved, but it can be simplified a lot if you don't need your machine to be settlement placable.
poblivion Posted November 19, 2021 Posted November 19, 2021 Could this help ??? @DocClox@REB85 https://www.nexusmods.com/fallout4/mods/38990
DocClox Posted November 19, 2021 Posted November 19, 2021 2 hours ago, poblivion said: Could this help ??? @DocClox@REB85 https://www.nexusmods.com/fallout4/mods/38990 I had a bit play with that a while back. It seemed a little tricky to set up properly. I did manage to tweak a couple of poses using it, but in the end it was much less bother to do it 3DSMax. Though that may say more about my poor understanding of how to use the tool than anything else.
poblivion Posted November 20, 2021 Posted November 20, 2021 10 hours ago, DocClox said: I had a bit play with that a while back. It seemed a little tricky to set up properly. I did manage to tweak a couple of poses using it, but in the end it was much less bother to do it 3DSMax. Though that may say more about my poor understanding of how to use the tool than anything else. The program is a good start if the creator would improve it a bit. One guy with this tool basically made a new animation. https://www.nexusmods.com/fallout4/mods/55715
South8028 Posted November 25, 2021 Posted November 25, 2021 On 11/12/2021 at 2:35 PM, DocClox said: @REB85 Have you looked at platform helpers in the CK as a way to animate your model? Basically, they're pre-animated invisible markers used to control elevators in-game. Mount a visible object on one and it will move with the platform helper. The whole thing is controlled with some fairly simple papyrus commands. There's a rotation helper too. Look at the tattoo machine in RRS. It's not as complex as your model, but it animate nicely using these helpers. The scripting is a bit involved, but it can be simplified a lot if you don't need your machine to be settlement placable. it is no longer difficult for me to animate any meshes directly in max. Static animations and sequence animations, no difference. But havok is needed here. And animating bones is not at all the same as animating meshes. The only guy who has learned to do this sensibly for all the time is Savage cabbage. The rest are amateurs. I would solve it with him. If he takes up the animation of bones for aaf, then I can easily animate these meshes with the sequences that he needs, or, a construction of separate animated nifs docked with bs connect points, to which the aaf animation will be assigned.
DocClox Posted November 25, 2021 Posted November 25, 2021 5 hours ago, South8028 said: The rest are amateurs. I would solve it with him Well, I'd hate to waste your time with my amateur skills. best of luck with the project.
South8028 Posted November 25, 2021 Posted November 25, 2021 1 hour ago, DocClox said: Well, I'd hate to waste your time with my amateur skills. best of luck with the project. Obviously, if you take it seriously, with the intention of really doing something, and not just sucking on the same thing for years, you need a person who knows exactly how and what to do, and not an experimenter. I'm ready to animate these meshes if someone is willing to animate the bones. I don’t know anyone else who is able to cope with this, except for Savage cabbage. I doubt that he would want to do this, he told me a long time ago that he did not need special furniture, and that there is still a lot of furniture in the game that he can use. But if a lot of people ask him, I think he can agree.I have no idea what you are offended. Do you need these animations and this furniture, or do you just want to talk about it endlessly?
DocClox Posted November 25, 2021 Posted November 25, 2021 3 hours ago, South8028 said: I have no idea what you are offended. Who's offended? 3 hours ago, South8028 said: Do you need these animations and this furniture, or do you just want to talk about it endlessly? Neither. Once again, I'll wish you good luck.
poblivion Posted July 21, 2022 Posted July 21, 2022 It's been a while so thought I'd revive this thread a bit. REB85 has created a really interesting device and it would be a shame to see it go unused. Currently, there is already an option to create animations in Blender, maybe it can be useful for someone.
Vader666 Posted July 23, 2022 Posted July 23, 2022 On 7/21/2022 at 4:12 PM, poblivion said: Currently, there is already an option to create animations in Blender, maybe it can be useful for someone. Unfortunately Blender isn't very usefull here since the issue isn't the animation of the character itself but of the machinery. Easiest way to animate it would be by using "in .nif animation", which is still quite a pain in the back for complex stuff and pretty much needs the official export tool which is for max13 only. The other way would be to create the machine as an actor and building a havok setup for it so skeleton and behaviorgraph. Thats a lot more work in text editing and needs a compound furniture which attaches the machine to the furniture as an actor but would be more versatile and somewhat easier to animate.
poblivion Posted July 24, 2022 Posted July 24, 2022 10 hours ago, Vader666 said: Unfortunately Blender isn't very usefull here since the issue isn't the animation of the character itself but of the machinery. Easiest way to animate it would be by using "in .nif animation", which is still quite a pain in the back for complex stuff and pretty much needs the official export tool which is for max13 only. The other way would be to create the machine as an actor and building a havok setup for it so skeleton and behaviorgraph. Thats a lot more work in text editing and needs a compound furniture which attaches the machine to the furniture as an actor but would be more versatile and somewhat easier to animate. Thanks for the explanation ? I have no experience in this direction (creating animations and the like). Now I'm getting a little off topic. I was wondering if it would be possible to use some pre-existing vanilla Nif with "in .nif animation". For example, I mean using some movable nif as part of a new device that a PC/NPC could use.
vaultbait Posted July 24, 2022 Posted July 24, 2022 5 hours ago, poblivion said: Thanks for the explanation ? I have no experience in this direction (creating animations and the like). Now I'm getting a little off topic. I was wondering if it would be possible to use some pre-existing vanilla Nif with "in .nif animation". For example, I mean using some movable nif as part of a new device that a PC/NPC could use. I also know next to nothing about this topic, but are you talking about "animation objects" (like when a character is holding a broom while sweeping, or a cigarette while smoking, or ...)? I know they're a separate category of thing in the CK, but as to how you integrate them into the animation itself or what limitations they bring, I have no clue.
poblivion Posted July 24, 2022 Posted July 24, 2022 2 hours ago, vaultbait said: I also know next to nothing about this topic, but are you talking about "animation objects" (like when a character is holding a broom while sweeping, or a cigarette while smoking, or ...)? I know they're a separate category of thing in the CK, but as to how you integrate them into the animation itself or what limitations they bring, I have no clue. No, I meant nif with embedded animation (the animation is part of the nif). You can play the animation after opening the nif file in NifSkope. It occurred to me that if there was a device or a component with suitable movement, it could be used ?
South8028 Posted July 25, 2022 Posted July 25, 2022 (edited) 8 hours ago, poblivion said: No, I meant nif with embedded animation (the animation is part of the nif). You can play the animation after opening the nif file in NifSkope. It occurred to me that if there was a device or a component with suitable movement, it could be used ? In fact, animating mechanisms is the most nonsense thing. You can easily make just animated nif's. But there is no sense in this without synchronization with bones (directly with hkx animations). The correct way is to animate the mechanisms together with the bones at once. Separately export nif's with animations of mechanisms and separately export fbx with bones to hkt, and further to hkx. Accordingly, the furniture animation sequence starts in sync with the hkx animation. Animation of the furniture and the actor is in progress. You will need max 2013 with bgs exporter, hct2014, fbx importer. In addition, you need an fg rig in the fbx 2013 format, or a similar rig with bones from zaz. https://youtu.be/D1A2fnT1VDE Edited July 25, 2022 by South8028
Vader666 Posted July 25, 2022 Posted July 25, 2022 9 hours ago, poblivion said: It occurred to me that if there was a device or a component with suitable movement, it could be used it would be possible, but typically .nif animations are very simple motions like 90 degree turns etc. Building more complex stuff out of these would be much more work and a real pain in the back. You wouldn't need anything but nifscope for that tho. 1
DocClox Posted July 25, 2022 Posted July 25, 2022 Helper markers could do everything needed. It would just be a pain to link so many to all the articulations.
South8028 Posted July 25, 2022 Posted July 25, 2022 On 7/24/2022 at 12:38 AM, Vader666 said: Unfortunately Blender isn't very usefull here since the issue isn't the animation of the character itself but of the machinery. Easiest way to animate it would be by using "in .nif animation", which is still quite a pain in the back for complex stuff and pretty much needs the official export tool which is for max13 only. The other way would be to create the machine as an actor and building a havok setup for it so skeleton and behaviorgraph. Thats a lot more work in text editing and needs a compound furniture which attaches the machine to the furniture as an actor but would be more versatile and somewhat easier to animate. Could you export this rig to some format for 2013 max? I asked a person with 2015 max to export it to fbx 2013, but he may not be able to export, or the rig itself is defective. The handles don't work, and I don't see the bones, although they exist and even work IK, but the bones are invisible, I don't physically see them in rig. https://disk.yandex.ru/d/LIta2mun9VVwPQ
Vader666 Posted July 27, 2022 Posted July 27, 2022 On 7/25/2022 at 10:10 PM, South8028 said: Could you export this rig to some format for 2013 max? unfortunately i don't have a max version capable of that at hand.
poblivion Posted July 28, 2022 Posted July 28, 2022 I found some tutorial, maybe it can help. https://digitalrune.github.io/DigitalRune-Documentation/html/48064718-39d0-4169-90d7-09cfad8ae1f8.htm
t.ara Posted July 28, 2022 Posted July 28, 2022 I relate to the beginning of this thread...the model is available, particulary. FO 4 needs a GAMEBRYO-FILE, in this case with animation stages....so far correct I imagine. Next would be to connect different animations together with a suiting script, so that you can combine the functions of the "device" maybe for different actions/stages into your gameplay. You have to create a Gamebryo-file together with a behavior-graph, which is related to a FO 4 compatible skeleton. This sort of animation behavior is no problem to be added, as soon you have access to the animation-behavior-graph of FO4 ?!?!???? (I guess you have something like FNIS or NEMESIS) Or you replace the whole stuff as soon the humanoid animation is starting....I see same problems, compared with SKYRIM. The animated gamebryo-file is NO problem, but later you have to syn your character ´s animation/pose-behavior together with the machine ones. I do not see a chance for this asset so far: the machine, yes, the human´s animation-yes, the suiting game-animation-graph-implementation for a synconization, no. With 3dsmax2013/14 you can directly create working gamebryo-files together with an exclusive compatibility tool, everything available on bethesda.net (Of course have the moveable parts of the machine to be animated and one has to sort out different stages for the animations, suiting to a humanoid animation (should be planned and created all together inside of 3dsmax, inclusive the humanoid animation)-behavior files can be made by using HAT (must have a suiting version for FO4)
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