memison Posted February 2, 2016 Posted February 2, 2016 I have seen some mods appear that are replacers of certain idle animations and the like, so I was wondering how easy it would be, minus the GECK to get some goddamn sexy replacers for our characters. Sick of sprinting in my armoured thong, and my character charges forth akimbo, looking suspiciously like she just sharted. A little wiggle when she walks would be wholeheartedly appreciated, along with her running a tad more gracefully.
Guest Mogie56 Posted February 2, 2016 Posted February 2, 2016 well we have boob physics thanks to Caliente and team but as far as animation replacers go many of the ones you see are already in the game but are for NPC's and those are being renamed to replace some of the Unarmed/animations you don't use a lot. while a few are conversions, how that's being done is beyond me. but I agree a nice walk to go along with the jiggle would be a welcome addition but I know it takes a hell of a lot of work and without a proper CK/GECK we'll have to live with what we have for the time being. I'm not sure which version of HAVOK was used on FO4, if it is the 2014 version then we won't have access to that because Microsoft now owns that portion of it and no longer offers what Intel did. it may be that any new animation will be done with the old 2012 version and might then have to be converted up to work in FO4, but I really don't know that is all beyond anything I know how to do.
A She-Wolf Posted February 4, 2016 Posted February 4, 2016 Not wanting to d'shelve the OP here but.. Is there a way to see physics in FO4 as of yet? I mean with CBBE and Bodyslide meshes obviously. I feel I'm missing some obvious thing here, but we've seen an attempt at physics and now CBBE has replaced it. Yet, nowhere on his mod page does he mention physics. We're waiting for a skeleton and Havok and by requirement: GECK right? Sorry. I know I've not read enough so I'm doing the lazy thing by asking.
bc733 Posted February 5, 2016 Posted February 5, 2016 The physics body is included in bodyslide, under outfit/body. Just choose CBBE body physics and build. Still very much a WIP tho.
DexesTTP Posted February 5, 2016 Posted February 5, 2016 while a few are conversions, how that's being done is beyond me.The current anim conversions combines three tools : The Havok 64x ToolSandAlone.exe tool (to convert 64x Havok data to 32x), Havok2FBX (to convert Havok animations to FBX files) and then 3DsMax to edit effectively the animation. The ToolStandAlone tool comes from the Havok 2014 64x library which as far as I can tell has always been a commercial only version. As for Havok2FBX, I think it requires the 32x 2014 library to work. So, you won't have access to it anymore as the library was pulled out. I'm not sure which version of HAVOK was used on FO4, if it is the 2014 version then we won't have access to that because Microsoft now owns that portion of it and no longer offers what Intel did. it may be that any new animation will be done with the old 2012 version and might then have to be converted up to work in FO4, but I really don't know that is all beyond anything I know how to do. Is there a way to see physics in FO4 as of yet? I mean with CBBE and Bodyslide meshes obviously. I feel I'm missing some obvious thing here, but we've seen an attempt at physics and now CBBE has replaced it. Yet, nowhere on his mod page does he mention physics. So, the current physics and animation files in Fallout 4 uses the Havok 11 version (havok 2014 1.0 r1) 64-bits. It indeed isn't available anymore as Microsoft bought Havok and removed the free 32x library, but the 64x lib was never available anyways. The current best way to read and write Havok files would be to write our own tool for scratch. We're making good progress on that : we managed to finish the reader nearly without bugs (except one unknown data type in the skeleton files), and we're slowly trying to make the writer happen. After that, making the animation converter itself is another problem : We have no idea what the animation format is and we're trying to understand it, without much success yet. We're waiting for a skeleton and Havok and by requirement: GECK right?I see that all the time, and sadly the answer is no. GECK never helped in the animation or physics part of modding. It's useful in a lot of other cases though : creating new maps/quest easily, scripting (even if we can already do that) and making mod data (even if we can do that too already). What we're waiting for is either a collective effort to make the FO4 tools (especially me finishing the hkxpack tool ), Microsoft making the 64x 2014 Havok libs free (which is just short of a miracle) or an actual miracle.
volfin Posted February 7, 2016 Posted February 7, 2016 Last year I downloaded every havok library Intel had on the site. So if someone needs a copy of some 2014 version send me a PM. I see in the folder these 2014 versions: Havok_2014-1-0_PC_XS_win32_VS2010_keycode_perpetual_20140907.zip Havok_2014-1-0_PC_XS_win32_VS2012_win7_keycode_perpetual_20140907.zip HavokContentTools_2014-1-0_20140830_32Bit_PcXs.exe HavokContentTools_2014-1-0_20140830_64Bit_PcXs.exe
Recommended Posts
Archived
This topic is now archived and is closed to further replies.