Kuroitsune Posted March 17, 2014 Posted March 17, 2014 I tried my hand at porting meshes from Oblivion to Fallout to work on my skills before working on a bigger project. What I choose was the horse model, it's skeleton, and animations. I found a program that updated the animations, and I've been modelling for a little while to know enough to get the models to work in Fallout. It's the skeleton that proved the hard part, but after 3 days, I managed to get it into the game along with the animations and the horse model from Skyrim - the Oblivion one was horrible looking. After that accomplishment, I've run into an issue with the horse's death, mainly it's ragdoll. It flips it's marbles, the legs flail about like the old Fallout 3 glitch with the deathclaw's ragdoll. I think I narrowed the issue down to the hinges in the legs, as deleting them stopped the flailing, but the horse sunk into the ground - but it did show me that the rest of it's ragdoll is okay, only the hinges are broken. This image shows that the whole package works, the horse is rigged to the skeleton and all of the animations play correctly. But when I kill it, and it goes ragdoll, this happens. I'm looking to the community to see if any knowledge can be sent my way before I delve deeper into the mattar to solve it.
Halstrom Posted March 17, 2014 Posted March 17, 2014 It's a pity nobody can find a free permissions horse and upload it so it could be shared, but getting any horse to work is probably an important first step in the learning process, but sorry I can't help you, I have no mesh animations experience. Best of Luck.
astymma Posted March 17, 2014 Posted March 17, 2014 I am very surprised that even works... as far as I knew EntryPoints were disabled in the Fallout engines... or so far you're JUST testing non-mountable horses? Er, entry point being the "connector" bone that the Oblivion engine used to temporarily merge two skeletons to be animated together (i.e. riding a horse).
Guest Posted March 17, 2014 Posted March 17, 2014 astymma there's already a wonderful port of that horse from Oblivion to NV, that video is on nexus since a while. I don't know if it was a "wearable" horse, but the animations were looking great, I never figured how the modder did it. It wasn't released since it was an illegal port
Guest carywinton Posted March 17, 2014 Posted March 17, 2014 You are merely testing the skeleton , model and mesh for the horse, I do not believe you are even considering a "merged" skeletal animation for riding it yet. Keeping things on target here, my first thought would be there is no animation tied to the horse for a "death" scene. I would look into that aspect and see if there is something wrong in this animation sequence, probably dealing with the boundaries not being the same.
Guest endgameaddiction Posted March 17, 2014 Posted March 17, 2014 astymma there's already a wonderful port of that horse from Oblivion to NV, that video is on nexus since a while. I don't know if it was a "wearable" horse, but the animations were looking great, I never figured how the modder did it. It wasn't released since it was an illegal port And such a teaser that video is. Some how I want to hijack invalidfate's brain...
astymma Posted March 17, 2014 Posted March 17, 2014 astymma there's already a wonderful port of that horse from Oblivion to NV, that video is on nexus since a while. I don't know if it was a "wearable" horse, but the animations were looking great, I never figured how the modder did it. It wasn't released since it was an illegal port Yeah, that was kind of my point. It would have to be using a method other than the standard nif method of connecting skeletons, via an EntryPoint bone in the skeleton nif. A TON of people have pestered me about this particular topic since I released the Compatability Skeleton... as you would imagine. Looking for advice, etc. . I gave a ton of advice but never heard back from anyone about any successes...
Guest Posted March 17, 2014 Posted March 17, 2014 A TON of people have pestered me about this particular topic since I released the Compatability Skeleton... as you would imagine. Looking for advice, etc. . I really would like to ride a horse in the Mojave. I would be the next one but maybe in the future, ok?
astymma Posted March 17, 2014 Posted March 17, 2014 I just wanted to point out that when I tested it... and others tested it with me... we ported oblivion's horse system en masse and tested the engine that way. We didn't make custom skeletons... or horse meshes... or anims. We simply ported everything (which is easy to do by the way... expect constant ctd's though as actors attempt to follow their ai and fail with missing anims/bones/etc. so a testbed cell is mandatory). That way you can control which actors are present for testing (i.e. ONLY those actors who are using your custom obilvion skeleton and anims)
Guest Posted March 17, 2014 Posted March 17, 2014 In the video I've seen, he was using a minigun while riding, it was definetely amazing. The animations were too perfect, it didnt' seem to me a wearable horse, not at all, maybe he used the same system you are writing now. But what I have in mind right now are a lot of questions (remember when I asked you if I could annoy you with skeletons?...). Since my knowledge about it is limited, I always feel things are possible until someone doesn't tell me they're not.
Kuroitsune Posted March 17, 2014 Author Posted March 17, 2014 I never said anything about riding the horse, mounting it, or firing weapons from on top of it. It exists in Fallout for a singular purpose of being used in a comic, in which it dies, for which I need the ragdoll to work properly. Once it's served it's purpose, it'll be deleted and I'll be moving onto my next project. I did succed in locating the exact cause though, it seems to be loacted in the Perp2 Axle In A1, Perp2 Axle In A2, Perp2 Axle In B1, and Perp2 Axle In B2. Zeroing these out stops the glitch, but breaks the hinge, allowing the legs to be twisted in an unnatural fashion. As you can see, no flailing, but rubber legged horse. Oblivion only had Perp2 Axle In A1, Perp2 Axle In A2, and Perp2 Axle In B2 in it's hinges, which makes me thing that the cause is the abscense of Perp2 Axle In B1 data, but I'm stuck on how to enter that data correctly.
Guest Posted March 18, 2014 Posted March 18, 2014 I never said anything about riding the horse, mounting it, or firing weapons from on top of it. It exists in Fallout for a singular purpose of being used in a comic, in which it dies, for which I need the ragdoll to work properly. Once it's served it's purpose, it'll be deleted and I'll be moving onto my next project. And that's a... real pity. Sorry if I'm not helping at all, it's that I really feeled the need to show all my excitement for a horse in NV.
Halstrom Posted March 18, 2014 Posted March 18, 2014 And that's a... real pity. Sorry if I'm not helping at all, it's that I really feeled the need to show all my excitement for a horse in NV. Yeah sorry for the derail, I lot of people have wanted horses in NV since it's release, all we've had is a teaser indicating it's possible. Even having them riderless for immersion would be good. Maybe if someone released a mod using the BitterCup mesh, someone would get motivated to replace it with a new horse mesh
D_ManXX2 Posted March 18, 2014 Posted March 18, 2014 If there will be ridable horse these will probably need to be made from scratch. if they can make cars and make them drivable then surely a horse should be able to do the same. It will probably be done different then oblivion since some stuff has been disabled for geck. But not impossible.
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