youngfool Posted March 17, 2016 Posted March 17, 2016 Let me express my gratitude on behalf of fallout fans everywhere. Glob bless.
DexesTTP Posted March 25, 2016 Author Posted March 25, 2016 New version is out ! get it here It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files. Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem.
AsariX Posted April 9, 2016 Posted April 9, 2016 Just a concept, since I'm definitely not a designer, but maybe you (or anyone) can poke Shad to make you something like this. He's probably as anxious about the progress of your work as the rest of us. I basically just added the little ropelines in the drawing as a reference to animation/puppetering.
Z0mBieP00Nani Posted April 10, 2016 Posted April 10, 2016 New version is out ! get it here It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files. Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem. Maybe a dumb question, but seeing as this is just a framework, would there be some benefit to having this installed, or is this just being released for modders to experiment with?
Guest Posted April 10, 2016 Posted April 10, 2016 New version is out ! get it here It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files. Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem. Maybe a dumb question, but seeing as this is just a framework, would there be some benefit to having this installed, or is this just being released for modders to experiment with? This will be primarily a modder resource. But one day, games will need to generate the animation behaviors to play the animations they added in their game. So this framework (a future version) will enable to do it. Like GenerateFNISForUsers that you for sure know. Do you use actively GenerateFNISForUsrers? No, you just use it if you add an extra mod with animations. It is not a "Mod" or a "Framework" that you will put directly inside you game.
Z0mBieP00Nani Posted April 10, 2016 Posted April 10, 2016 New version is out ! get it here It adds handling of Skeleton files, as well as a fix for some data inside BSClothExtraData files. Note that there is some extradata that is still not handled well, associated with Googles and/or belts. I'll release a new version - maybe a definitive one - when I find how to solve this problem. Maybe a dumb question, but seeing as this is just a framework, would there be some benefit to having this installed, or is this just being released for modders to experiment with? This will be primarily a modder resource. But one day, games will need to generate the animation behaviors to play the animations they added in their game. So this framework (a future version) will enable to do it. Like GenerateFNISForUsers that you for sure know. Do you use actively GenerateFNISForUsrers? No, you just use it if you add an extra mod with animations. It is not a "Mod" or a "Framework" that you will put directly inside you game. Maybe another dumb question, but will this allow for custom weapon animations, or is that controlled by something different?
Guest Posted April 10, 2016 Posted April 10, 2016 Maybe another dumb question, but will this allow for custom weapon animations, or is that controlled by something different? Weapons anims (in both first person and 3rd person) are normal Havok/KC animations. So this too can add these if a modder will make them. P.S. There are no "dumb questions" there can be only "dumb answers".
DexesTTP Posted April 18, 2016 Author Posted April 18, 2016 Hello everyone. I have two news. A bad and a really good. The first one (bad news) is that I'll stop working on AF4 itself. I'll however continue to work on HKXPack and maybe create a Behavior analysis tool if I manage to do that. I'll also continue to try to convert animations to a readable format. The second one (good news) is that AF4 seems useless for Fallout 4. All the idle themselves are defined directly via the ESP files, as keywords. You can, if you want, copy an animation to a new folder under "meshes/actors/character", add the right idle keyword to the EDID field and path (starting from the aformentionned folder) to the GNAM field, as well as copying another simple idle for somewhere else. I'm linking a file that does exactly that. Just do "player.playIdle AF4_Test" in the console to see it work (it is set to the holdup idle right now). I didn't need to edit a single hkx file. I'm not sure if there's any more to do for the "animation launching" thing. f you have any idea or anything you think would require AF4 to exist, don't hesitate to let me know. But, as of now, I don't think there's anything to do.
Guest Posted April 18, 2016 Posted April 18, 2016 ...snip... When the CK will be out we will see if we can actually create new idles. In Skyrim new idles had the problem that you need to add an animation event to start them, and then use the function SendAnimationEvent to actually run them. And this was done by altering the behavior files. We may or may not need it. Until the CK will be out we cannot be sure.
ousnius Posted April 18, 2016 Posted April 18, 2016 ...snip... When the CK will be out we will see if we can actually create new idles. In Skyrim new idles had the problem that you need to add an animation event to start them, and then use the function SendAnimationEvent to actually run them. And this was done by altering the behavior files. We may or may not need it. Until the CK will be out we cannot be sure. People are already using the CK (not me). You can.
Guest Posted April 18, 2016 Posted April 18, 2016 People are already using the CK (not me). You can. Not me too. I will wait the official release. I am not interested in a beta version. And right now I am way too busy on doing other mods for Skyrim.
lordescobar666 Posted April 20, 2016 Posted April 20, 2016 If you guys need the animation tool and content tool (maya/max/softimage) 2014 version here it is. DO NOT POST LINKS TO THIS ANYWHERE ELSE. They who shall not be named removed the tools from the Intel site, and the only other way to get them is through baidu. It probably won't be of that much use, but the animators will need it eventually. https://mega.nz/#!a9xWHLRD!7LpEvkGQVE_kmCJbMCyCCQAwNlf-msOg4BeY4vczSHA In 1-2 week it could be of more use than you thought. Using it I could unlocked additional functionality in a tool that I am not allowed to talk about right now (I have not much clue about havok so I cannot really judge how relevant it is, but someone else may be able to to really cool stuff with it). So download it before it gets taken down .
tazdotnet Posted April 20, 2016 Posted April 20, 2016 can we stop blaming M$ for intel's fuck ups please?... yes, M$ bought HAVOK but they have NO CONTROL over the intel site - conclusion: intel took the download down. why the hell would intel leave a download on their website for a tool they have no rights to?... it would be a bad business idea because they would be liable if M$ decided to sue. M$ has plans for HAVOK somewhere but it'll probably be years before we know what they are.
lordescobar666 Posted April 26, 2016 Posted April 26, 2016 If you guys need the animation tool and content tool (maya/max/softimage) 2014 version here it is. DO NOT POST LINKS TO THIS ANYWHERE ELSE. They who shall not be named removed the tools from the Intel site, and the only other way to get them is through baidu. It probably won't be of that much use, but the animators will need it eventually. https://mega.nz/#!a9xWHLRD!7LpEvkGQVE_kmCJbMCyCCQAwNlf-msOg4BeY4vczSHA Since now the NDA is void, I can talk. Bethesda kindly gifted us a nif exporter for 3ds Max 2013. When specifically asked about the BSClothExtraData node, one Beth dev said that the tool can export that data, but you need the havok content tools to create the data in the first place. And when you install the nif exporter then among other gui elements a scene export button appears that leads to an error message complaining about a missing dll. UNLESS you install the havok tools from the link above, then a new dialog appears with lots of stuff to select (among other a "cloth" tab). I have too few knowledge about havok and 3ds max to investigate further, but someone else might.
Sural Argonus Posted April 26, 2016 Posted April 26, 2016 If you guys need the animation tool and content tool (maya/max/softimage) 2014 version here it is. DO NOT POST LINKS TO THIS ANYWHERE ELSE. They who shall not be named removed the tools from the Intel site, and the only other way to get them is through baidu. It probably won't be of that much use, but the animators will need it eventually. https://mega.nz/#!a9xWHLRD!7LpEvkGQVE_kmCJbMCyCCQAwNlf-msOg4BeY4vczSHA Since now the NDA is void, I can talk. Bethesda kindly gifted us a nif exporter for 3ds Max 2013. When specifically asked about the BSClothExtraData node, one Beth dev said that the tool can export that data, but you need the havok content tools to create the data in the first place. And when you install the nif exporter then among other gui elements a scene export button appears that leads to an error message complaining about a missing dll. UNLESS you install the havok tools from the link above, then a new dialog appears with lots of stuff to select (among other a "cloth" tab). I have too few knowledge about havok and 3ds max to investigate further, but someone else might. I am in the same boat...but I guarantee someone here will have some knowledge of that. I am just happy they learned from the mistakes of Skyrim and went a different route with the animations.
pipdude Posted April 27, 2016 Posted April 27, 2016 Hello everyone. I have two news. A bad and a really good. The first one (bad news) is that I'll stop working on AF4 itself. I'll however continue to work on HKXPack and maybe create a Behavior analysis tool if I manage to do that. I'll also continue to try to convert animations to a readable format. The second one (good news) is that AF4 seems useless for Fallout 4. All the idle themselves are defined directly via the ESP files, as keywords. You can, if you want, copy an animation to a new folder under "meshes/actors/character", add the right idle keyword to the EDID field and path (starting from the aformentionned folder) to the GNAM field, as well as copying another simple idle for somewhere else. I'm linking a file that does exactly that. Just do "player.playIdle AF4_Test" in the console to see it work (it is set to the holdup idle right now). I didn't need to edit a single hkx file. I'm not sure if there's any more to do for the "animation launching" thing. f you have any idea or anything you think would require AF4 to exist, don't hesitate to let me know. But, as of now, I don't think there's anything to do. Just wanted to say thank you for your efforts working on that. Since now the NDA is void, I can talk. Bethesda kindly gifted us a nif exporter for 3ds Max 2013. When specifically asked about the BSClothExtraData node, one Beth dev said that the tool can export that data, but you need the havok content tools to create the data in the first place. And when you install the nif exporter then among other gui elements a scene export button appears that leads to an error message complaining about a missing dll. UNLESS you install the havok tools from the link above, then a new dialog appears with lots of stuff to select (among other a "cloth" tab). I have too few knowledge about havok and 3ds max to investigate further, but someone else might. Amazing. Downloading now...
canderes Posted April 27, 2016 Posted April 27, 2016 The cloth collidable is probably what they meant, I think you just select a bone and select it from the havok menu, though I never tried it myself. I was more interested in being able to make concave meshes for static models, but the plugin they gave is no bueno.
Guest Posted April 27, 2016 Posted April 27, 2016 Some info from the CK. You have the same anim editor that was in Skyrim. Exactly the same. But now, inside an Idle, you can directly attach a HKX file that will implement the animation for the specified AnimEvent (that actually it is no more used.) So, a tool like FNIS is not required. An ESP can just add its anim directly. I tried with a copy of an existing anim, and it works just fine (copy of an original file with a different name, on a different idle. Run through a script.) Now, we just know how to create these anim HKX files (Dex, I hope you will help us.)
Sural Argonus Posted April 27, 2016 Posted April 27, 2016 So wait. Does that mean you guys can knock out animations a lot faster then originally thought, since you don't need a program like FNIS? With a little tweaking, the animations from Skyrim can be re-purposed for Fallout 4, or did I not understand that part? You should be able to get the SexTec framework rolling faster then previously figured, right?
DexesTTP Posted April 27, 2016 Author Posted April 27, 2016 So wait. Does that mean you guys can knock out animations a lot faster then originally thought, since you don't need a program like FNIS? With a little tweaking, the animations from Skyrim can be re-purposed for Fallout 4, or did I not understand that part? You should be able to get the SexTec framework rolling faster then previously figured, right? Actually, yes to one half and no to the other half. There's still no "official" way to create animations. This includes converting animations. However, the animation adding, launch and such is already done indeed, so that won't be a problem for ST. There's still the whole framework to work with, and that will require time. My estimations of (at least) 6-8 weeks before having any proof of concept still stands in my mind, and that wouldn't include any actual animations. Think of it like a "mock up ST" that uses chem injection as placeholders Some info from the CK. You have the same anim editor that was in Skyrim. Exactly the same. But now, inside an Idle, you can directly attach a HKX file that will implement the animation for the specified AnimEvent (that actually it is no more used.) So, a tool like FNIS is not required. An ESP can just add its anim directly. I tried with a copy of an existing anim, and it works just fine (copy of an original file with a different name, on a different idle. Run through a script.) Now, we just know how to create these anim HKX files (Dex, I hope you will help us.) Just like I told you a few days ago I intend to continue to work on HKXPack and eventually the animation conversion. I have very little data to work with though, and most of the animation stuff is a little above my current understanding. So don't expect to have an anim exporter soon nor an anim importer just after I'll begin to write stuff up about animations as soon as I finish my current shenanigans with the cloth data stuff (still not sure what the matter is :/) and I'll get back here to drop an update in both cases. I'm a little less available nowadays, but still working on this, don't worry
fore Posted April 27, 2016 Posted April 27, 2016 However, the animation adding, launch and such is already done indeed, so that won't be a problem for ST. Wait. Since I'm interested in this whole subject for apparent reason, and since I can't believe this. Animation adding is already done? How or where? The FO4 behavior files are looking VERY similar to Skyrim's. That means that the behavior files HAVE to be modified similar to the way FNIS is doing in Skyrim. So has someone been able to at least add slots into the behaviors for simple idles?
DocClox Posted April 27, 2016 Posted April 27, 2016 The FO4 behavior files are looking VERY similar to Skyrim's. That means that the behavior files HAVE to be modified similar to the way FNIS is doing in Skyrim. So has someone been able to at least add slots into the behaviors for simple idles? I suppose they could have improved the software so they can modify the HKX structures in memory and on the fly. I mean once all that data is read into memory, it's just another data structure, and should be manipulable as such. Of course, without looking at the CK in any way at all, that's pure speculation on my part. Be kind of cool if they've done it though.
fore Posted April 27, 2016 Posted April 27, 2016 The FO4 behavior files are looking VERY similar to Skyrim's. That means that the behavior files HAVE to be modified similar to the way FNIS is doing in Skyrim. So has someone been able to at least add slots into the behaviors for simple idles? I suppose they could have improved the software so they can modify the HKX structures in memory and on the fly. I mean once all that data is read into memory, it's just another data structure, and should be manipulable as such. Of course, without looking at the CK in any way at all, that's pure speculation on my part. Be kind of cool if they've done it though. Who is "they"?
Guest Posted April 27, 2016 Posted April 27, 2016 Who is "they"? Bethesda. Now in the CK you can directly create idles, associate a HKX file, and then call the idle. Probably the behavior is dynamic in memory, But only for standard Idles. I did not find a way to do "special" anims, like furniture or paired.
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