Gilibran Posted May 7, 2022 Posted May 7, 2022 Thanks, i have been looking at "Vertibird" furniture to, but i have narrowed it down to the Animation length that would have to be edited. There is a script but that just plays the animations sequence. The propellor spinup animation is X seconds long and that unfortunately cant be script changed, same for the other scripts, Flight is just a looped animations until the land command/event then another animation of X length takes over.  So i'm still bound to editing the animations themselves which should do the trick since from what i have been able to find with my limitied skillset is that 1 animation does not start untill the other is finished. So hopefully replacing the existing animations with an edited longer one will do what i want, fingers crossed.  That however still leaves me where to even start and howto edit animations ? which i have no idea how to ?Â
santomichelearcangelo Posted August 4, 2022 Posted August 4, 2022 On 7/30/2016 at 11:35 PM, Hazraogh6 said:  Interesting hte link you posted, i'll test that. But i already did some . I don't know if it will be useful or not but i prefer to post it :   I had successfully replaced a kill move animation ( well,not completly bcse the killmove doesn't kill anybody, i don't know how to make it happens ) . I replaced the 2 killmoves animations ( victim/attacker ). Put the 2 actors in the same scene (FinalRig )x2,don't even rename the bones or anything.Making the animation with the 2 actors in the same scene.Save the scene.then export 1 by 1 the actors by deleting the other.Then modifiate the position of the second actor beacause i don't know why : this one will be far away in the game and it will fail the paired animation.so need to bring it closer and in the good position. ( Test in game for adjusting it later compered with the other actor after ) , placing them correcly and separatly in 2 differents 3DS Max scenes and i did this :   Maybe it's a good way to start for Sextec later lol . I hope it 'll help      Meshes/actor/character/Animation/H2H/Idle.HKX. Can you post a download link for yours new fallout 4 killmoves animations?
Hazraogh6 Posted August 5, 2022 Posted August 5, 2022 Hey there ! Sory but those don't work as intented at the end. Or the killmove never ends / the victim or attacker slides away or they just don't die... It is really a mess I stopped working on FO4 killmoves, nobody (me included) succeeded to find a way to make it work. Sory but those anims don't exist anymore, it was years ago.  Â
JustReddz Posted August 5, 2022 Posted August 5, 2022 Hi, all. I'm pretty new and noob to animating third person for Fallout 4, but I need help with the running animations for my spear weapon mod. I have the running animation exported correctly using the BipedCAT max scene, and I have the .bat file open to make AnimTextData files for it, but as I try to test my animations in-game, the animation plays but my player character does not move? Â What is it am I missing from the export?
Vader666 Posted August 6, 2022 Posted August 6, 2022 5 hours ago, JustReddz said: What is it am I missing from the export  FO4 uses root motion, unless you actually move the root bone in your animation, the actors will just walk on the spot. 1
JustReddz Posted August 6, 2022 Posted August 6, 2022 27 minutes ago, Vader666 said:  FO4 uses root motion, unless you actually move the root bone in your animation, the actors will just walk on the spot. So if I just move the root bone forward, it will move the character in-game?  Thanks!
Vader666 Posted August 6, 2022 Posted August 6, 2022 25 minutes ago, JustReddz said: So if I just move the root bone forward, it will move the character Yes. However depending on the rig you use you might want to check wether the root bone got actually moved. I remember i've had some issues with the CAT rig, however i haven't used the biped one.
JustReddz Posted August 6, 2022 Posted August 6, 2022 2 hours ago, Vader666 said: Yes. However depending on the rig you use you might want to check wether the root bone got actually moved. I remember i've had some issues with the CAT rig, however i haven't used the biped one. thank you so much for the help!  it works now!
PixelHag Posted December 8, 2023 Posted December 8, 2023 I'm interested in trying to learn more about animations and I want to get into making my own but I'm finding most guides are pretty old. Does anyone have any links to more recent/updated info? I'm particularly wondering if 3ds Max is still the go to or if there are other alternatives? And if not, suggestions for where to find a copy if possible.Â
xcrunner15 Posted March 9, 2024 Posted March 9, 2024 Your best bet for animation is probably NAF but since LL decided to lock the discussion on it and side with dagobaking despite his gross misunderstanding or intentional misrepresentation of law (he would lose the case 10 times out of 10 btw) you won't find any info on it
kziitd Posted March 14, 2024 Posted March 14, 2024 (edited) On 12/9/2023 at 2:33 AM, PixelHag said: I'm interested in trying to learn more about animations and I want to get into making my own but I'm finding most guides are pretty old. Does anyone have any links to more recent/updated info? I'm particularly wondering if 3ds Max is still the go to or if there are other alternatives? And if not, suggestions for where to find a copy if possible. 3dsmax remains the top choice, and recently Dagoba, with Engine and TBOS, have worked together to create tools for Blender to create animations. However, its problem is that it cannot simply add annotations in Blender. Animation hkx files are not only used to depict character actions, but also include many annotations that call/use/trigger various functions as needed. Without these annotations, sometimes animation is meaningless. Edited March 14, 2024 by kziitd 2
kziitd Posted March 14, 2024 Posted March 14, 2024 On 3/9/2024 at 10:50 PM, xcrunner15 said: Your best bet for animation is probably NAF but since LL decided to lock the discussion on it and side with dagobaking despite his gross misunderstanding or intentional misrepresentation of law (he would lose the case 10 times out of 10 btw) you won't find any info on it Take your clumsy declaration of war to another place. The thread here is about "how to make animations" Since you mentioned NAF, here is about creating animations: NAF's claim to directly create animations in games is just a joke (sorry, to be honest), and of course, being able to create the simplest functions is also a good toy. 3
dagobaking Posted March 15, 2024 Posted March 15, 2024 On 3/9/2024 at 6:50 AM, xcrunner15 said: Your best bet for animation is probably NAF but since LL decided to lock the discussion on it and side with dagobaking despite his gross misunderstanding or intentional misrepresentation of law (he would lose the case 10 times out of 10 btw) you won't find any info on it  This is a funny opinion.  I'd just like to point out that I've offered the author of NAF an inexpensive way for us to test the actual law in an actual court.  The fact that he runs and hides from doing this while I continue to offer it should tell any objective observers everything they need to know.
Arcturus7777 Posted March 19, 2024 Posted March 19, 2024 On 3/14/2024 at 10:35 PM, dagobaking said: Â This is a funny opinion. Â I'd just like to point out that I've offered the author of NAF an inexpensive way for us to test the actual law in an actual court. Â The fact that he runs and hides from doing this while I continue to offer it should tell any objective observers everything they need to know. It seems to me that The Bridge MOD should be called a patch, it simply lets NAF work with AAF, all patches will have to call on parts of both mods to work.
Allnarta Posted March 19 Posted March 19 Kind of necro-post, I know, but checking latest Bad Dog's NifLy releases, I noticed that new versions updated to fully support .HKX for Fallout 4 (also Skyrim LE/SE) : https://github.com/BadDogSkyrim/PyNifly/releases I think it worth checking for all and everyone who tend to mod a game via blender. 3
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