AKawaiiTent Posted July 20, 2022 Posted July 20, 2022 I personally know very little about how animations in Fallout 4 work. From the little I do know, is that they have a .hxk file that is ran in a particular sequence, and that animations that happen on interaction with an object happens based on a keyword tag. I also know that animation files are labed as either 1st or 3rd person animations., and that NPCS can only do 3rd person animations. I also know that a 1st person animation exists, and is used by the furniture object I added in my mod (a copy of the the cryopod in the intro sequence). But, due to the animation being first person, There's no way to get a 3rd person view of it happening. 3rd person animations of entering the pod don't actually exist to my knowledge (bethesda cleverly hides this by forcing you look at the inside of the pod while they do the magic with ur back turned.) I've also found the specific 4 animation files used by the furniture in the animations.ba2. And from previewing the animation on an actor, it seems like they should function just fine in 3rd person. But alas, my attempts to use a copy of those animation files as a custom animation but not using the 1st person tagged have ended in failure. [Attempting to use the furniture when its tagged with the custom animation just returns "You can't active that object currently"] Does any1 have any inkling of if 3rd person animations need something to function properly that a 1st person animation may have elected to skip.
South8028 Posted July 20, 2022 Posted July 20, 2022 1st and 3rd person animations have nothing to do with each other. These are different animations and they use different skeletons. Vanilla animations from the first person are represented by animations of the bones of the hands only. There is nothing but hands. Apparently bethesda decided to save resources in this way, but the result was software horror. )
RedShocktrooper Posted July 21, 2022 Posted July 21, 2022 "Nothing but the hands" View models are pretty common in FPS games, actually. I suppose you could force a "third person animation in first person" if you elected to emulate Team Fortress 2's "cl_first_person_uses_world_model" command where you attach a camera to the player's eyes, but I have no idea how feasible that would be.
AKawaiiTent Posted July 21, 2022 Author Posted July 21, 2022 So I'm still super confused. According to the Human Race subgraph data, There's a first person and a 3rd person animation tied to the nif, and it looks for keywords on the target to decide which one to use. There AnimFurnitureForce3rd person, and AnimFurnitureForce1st person keywords. The problem is even though the furniture is set to AnimFurnitureForce3rd person, it still is using the 1st person animation. I can preview an actor and see the animation play just fine. Role / perspective / actor keywords / target keywords /behaviorpath / animationpath my Furniture def has the right keywords, and an animation plays but it forces you into first person. and even though i have a script with OnActive to enable player camera controls, it still doesn't let me do it.
South8028 Posted July 21, 2022 Posted July 21, 2022 (edited) 11 hours ago, RedShocktrooper said: "Nothing but the hands" View models are pretty common in FPS games, actually. I suppose you could force a "third person animation in first person" if you elected to emulate Team Fortress 2's "cl_first_person_uses_world_model" command where you attach a camera to the player's eyes, but I have no idea how feasible that would be. As far as the last time this topic was discussed on the nexus, the only way to run 3rd person animations for the 1st person camera is to redo the animations. There is no other way. There is a mod that installs a 3rd person camera for a pseudo 1st person view. But he doesn't give anything. Allows you to see the legs and deprives the player of the 3rd person view. ) Edited July 21, 2022 by South8028
South8028 Posted July 21, 2022 Posted July 21, 2022 1 hour ago, AKawaiiTent said: So I'm still super confused. According to the Human Race subgraph data, There's a first person and a 3rd person animation tied to the nif, and it looks for keywords on the target to decide which one to use. There AnimFurnitureForce3rd person, and AnimFurnitureForce1st person keywords. The problem is even though the furniture is set to AnimFurnitureForce3rd person, it still is using the 1st person animation. I can preview an actor and see the animation play just fine. Role / perspective / actor keywords / target keywords /behaviorpath / animationpath my Furniture def has the right keywords, and an animation plays but it forces you into first person. and even though i have a script with OnActive to enable player camera controls, it still doesn't let me do it. Probably the camera in the animation itself. I think that a skeleton with a 1-person view with a camera exists for a reason. Just like the meshes for the 1st person view, they are assigned to the sk separately, like hands. And in general ... Whoever says that havok is just, in my opinion, is mistaken.
AKawaiiTent Posted July 21, 2022 Author Posted July 21, 2022 2 minutes ago, South8028 said: Probably the camera in the animation itself. I think that a skeleton with a 1-person view with a camera exists for a reason. Just like the meshes for the 1st person view, they are assigned to the sk separately, like hands. And in general ... Whoever says that havok is just, in my opinion, is mistaken. Yeah i'm pretty sure thats what it is now. I ran an animation check notification to see if the right animation was firing and it was. Plus the camera kinda clips into the player's 3d model awkwardly. If it was 1st person i dont think it would load the player model w/o a mod that forces that like better perspective mods.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now