Saru Posted July 26, 2016 Share Posted July 26, 2016 After finally getting HCT to run within a VM (thanks for nothing, Windows 10), I've got another stupid question, sorry if this isn't the right place. Is it possible to pose held objects, such as weapons? Say, for example this pose: https://i.imgur.com/Zvm9cyr.png Right now the gun is stuck to the hand ingame, rotating/moving Bip_RWeapon does not seem to be the correct way to do it, if at all. Link to comment
Defective Life Posted July 26, 2016 Share Posted July 26, 2016 After finally getting HCT to run within a VM (thanks for nothing, Windows 10), I've got another stupid question, sorry if this isn't the right place. Is it possible to pose held objects, such as weapons? Say, for example this pose: https://i.imgur.com/Zvm9cyr.png Right now the gun is stuck to the hand ingame, rotating/moving Bip_RWeapon does not seem to be the correct way to do it, if at all. Oooooh so that's why all the guns have left-sided charging handles and bolts. It's because the gun is linked to the right hand. That makes sense now. Link to comment
ShadeAnimator Posted July 26, 2016 Author Share Posted July 26, 2016 A little bit of progress on the Kit. After changing the max scene scale I wanted to import the skeleton from scratch, to make sure that everything matches in sizes. And I had to re-constraint everything. So instead I decided to write a script. https://youtu.be/48dgAsaLXlw And it appeared to be quite useful otherwise. It allows you to "connect" and "disconnect" skeletons to the control skeleton, which uses same namings but with some prefix. So you can have multiple rigs in the same scene, like both Biped and CAT and switch between them on the fly if you need to. For biped you might be limited a bit, by having to go to bind pose first and using "Keep Initial Offset" checkbox (not in the video, but added already). Or at least it may be useful to use the scene for modelling and skinning work, to be sure that the skeleton is in correct pose, you can just disconnect if from the rig, and it will go to it's default pose. Link to comment
MaikCG Posted July 26, 2016 Share Posted July 26, 2016 I update files and instructions, someday later with pictures Link to comment
ShadeAnimator Posted July 26, 2016 Author Share Posted July 26, 2016 Just saw that you updated the F4 Biped description. Cool Link to comment
z3r0theshadowblade Posted July 27, 2016 Share Posted July 27, 2016 hi blender user here and i was wondering since the engine is almost the same as the one for skyrim would the old tools for skyrim sill work for fo4 now i will say that i found some tools that might do the job if this is so or it may give someone a place to start for making these tools specifically i found these http://www.nexusmods.com/skyrim/mods/1797/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D1797%26preview%3D&pUp=1 http://www.nexusmods.com/skyrim/mods/17109/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D17109%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D675202&pUp=1 now if these have a chance of working i will say i have no idea where to start testing so it would be nice if someone who knew what they were doing were to test it and if this was answered before and i missed that the answer was no then sorry ( but if theses work right out the box well the person who made it did a good job) well that's all i can say except first time posting here Link to comment
Guest Posted July 27, 2016 Share Posted July 27, 2016 ... snip ... The first tool is the old hkxcmd that is for the old version of Havok, it is for Skyrim, it does not work with FO4 animations. The second tool has the same problem. It is for the old version. Link to comment
ShadeAnimator Posted July 27, 2016 Author Share Posted July 27, 2016 hi blender user here and i was wondering since the engine is almost the same as the one for skyrim would the old tools for skyrim sill work for fo4 now i will say that i found some tools that might do the job if this is so or it may give someone a place to start for making these tools specifically i found these http://www.nexusmods.com/skyrim/mods/1797/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D1797%26preview%3D&pUp=1 http://www.nexusmods.com/skyrim/mods/17109/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D17109%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D675202&pUp=1 now if these have a chance of working i will say i have no idea where to start testing so it would be nice if someone who knew what they were doing were to test it and if this was answered before and i missed that the answer was no then sorry ( but if theses work right out the box well the person who made it did a good job) well that's all i can say except first time posting here HKXPack is converting hkx <=> xml for Fallout 4. HKXAnim will be able to convert collada\fbx <=> hkx, but DexesTTP is taking a break, since 3ds max can basically do everything to mod animations, and Maya can as well. Theoretically Softimage can also export animations to HKX. Sorry, blendermen. Link to comment
ShadeAnimator Posted July 27, 2016 Author Share Posted July 27, 2016 Okay, guys. The guide and kit are updated, and now will exist in this form: http://www.nexusmods.com/fallout4/mods/16694/? For the sake of simplicity Ill remove it from the first page, so I only need to work with one PDF file. Hope no one minds. Link to comment
rydin Posted July 27, 2016 Share Posted July 27, 2016 Okay, guys. The guide and kit are updated, and now will exist in this form: http://www.nexusmods.com/fallout4/mods/16694/? For the sake of simplicity Ill remove it from the first page, so I only need to work with one PDF file. Hope no one minds. Thanks for your hardwork shade! Link to comment
ShadeAnimator Posted July 27, 2016 Author Share Posted July 27, 2016 I hope that everything there is working now, so I'll get some rest, and then get myself busy with making extended skeleton. F4Biped or F4AK which one to chose is up to you, both kits should allow you to create animations, and both have instructions and tools\links. Link to comment
pipdude Posted July 27, 2016 Share Posted July 27, 2016 I hope that everything there is working now, so I'll get some rest, and then get myself busy with making extended skeleton. F4Biped or F4AK which one to chose is up to you, both kits should allow you to create animations, and both have instructions and tools\links. Hats off to you sir. Pretty incredible how quickly you put this all together and how well organized it is. Pro work. Link to comment
ag12 Posted July 27, 2016 Share Posted July 27, 2016 Just leaving my regards. Great work, mate. Keep it up! Link to comment
Snazzishoez Posted July 28, 2016 Share Posted July 28, 2016 Just a thanks. Thank you ShadeAnimator. Link to comment
JohnHead444 Posted July 28, 2016 Share Posted July 28, 2016 Not sure where your at with adding new bones ShadeAnimator. In skyrim you would add new bones which are almost the same to the top list as.... <hkparam name="parentIndices" numelements="95"> 65535 0 1 2 3 4 2 6 7 1 9 10 11 12 11 14 15 16 17 18 11 20 21 22 23 18 24 19 26 28 28 28 28 28 33 33 33 33 33 28 28 28 15 42 21 44 5 8 19 48 49 19 51 52 19 54 55 19 57 58 19 60 61 26 63 64 26 66 67 26 69 70 26 72 73 26 75 76 0 0 0 0 28 28 28 28 19 19 19 26 26 26 11 11 0 In skyrim 5 was pelvis for example. So if I wanted to add penis bones I would add 5 after 11 11 and before 0 as 5 99 100 101 102 and so on. Also if you add lets say 10 bones you need to change <hkparam name="parentIndices" numelements="95"> to <hkparam name="parentIndices" numelements="105"> Then the same for the next to things below. Then for the next part is self explanatory. <hkparam name="name">R_RibHelper</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">CamTarget</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">NEWBONE</hkparam> <hkparam name="lockTranslation">true</hkparam> After what ever the last bone is. Then to the fun part. (0.0 0.0 0.0 1.0)(1.153707362365955E-30 7.105427357601002E-15 -3.8116482626443515E-21 0.9999999403953552)(0.9999999403953552 0.9999999403953552 0.9999999403953552 1.0) You need to find these variable some wheres which are for X,Y,Z,W placements. I always just use nifscope but not sure if it still works. Its still there in the inspect window and I think it was in global not local but not sure about that either. All in all its took along time to figure this out for skyrim on my own. But I hope it helps you out. By the way thank "you" and dexes, every one who's getting this going. Lastly I hate asking but if some one out there could help me find the 2014 havoc that would be REALLY awesome. Link to comment
ShadeAnimator Posted July 28, 2016 Author Share Posted July 28, 2016 Not sure where your at with adding new bones ShadeAnimator. In skyrim you would add new bones which are almost the same to the top list as.... <hkparam name="parentIndices" numelements="95"> 65535 0 1 2 3 4 2 6 7 1 9 10 11 12 11 14 15 16 17 18 11 20 21 22 23 18 24 19 26 28 28 28 28 28 33 33 33 33 33 28 28 28 15 42 21 44 5 8 19 48 49 19 51 52 19 54 55 19 57 58 19 60 61 26 63 64 26 66 67 26 69 70 26 72 73 26 75 76 0 0 0 0 28 28 28 28 19 19 19 26 26 26 11 11 0 In skyrim 5 was pelvis for example. So if I wanted to add penis bones I would add 5 after 11 11 and before 0 as 5 99 100 101 102 and so on. Also if you add lets say 10 bones you need to change <hkparam name="parentIndices" numelements="95"> to <hkparam name="parentIndices" numelements="105"> Then the same for the next to things below. Then for the next part is self explanatory. <hkparam name="name">R_RibHelper</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">CamTarget</hkparam> <hkparam name="lockTranslation">true</hkparam> </hkobject> <hkobject> <hkparam name="name">NEWBONE</hkparam> <hkparam name="lockTranslation">true</hkparam> After what ever the last bone is. Then to the fun part. (0.0 0.0 0.0 1.0)(1.153707362365955E-30 7.105427357601002E-15 -3.8116482626443515E-21 0.9999999403953552)(0.9999999403953552 0.9999999403953552 0.9999999403953552 1.0) You need to find these variable some wheres which are for X,Y,Z,W placements. I always just use nifscope but not sure if it still works. Its still there in the inspect window and I think it was in global not local but not sure about that either. All in all its took along time to figure this out for skyrim on my own. But I hope it helps you out. By the way thank "you" and dexes, every one who's getting this going. Lastly I hate asking but if some one out there could help me find the 2014 havoc that would be REALLY awesome. Wow, Thanks for the information. But I actually think that all of it should be possible to do through HavokContentTools. All I need is export new skeleton.nif using nifplugin, and find right settings to export skeleton.hkx. But thanks for the information anyway, it might come in useful. Link to comment
ShadeAnimator Posted July 29, 2016 Author Share Posted July 29, 2016 Hm it's weird. hkx2fbx keeps crashing, even though I do everything as MaikCG described. It just crashes when I try to convert hkx 32 bit into fbx. I'm running win10, tried running it as administrator and in compatibility mode, did not help. Tried both using my UI and directly through cmd... weird. And next two major steps are upgraded skeleton and paired animations. For paired animations maybe this could be useful: http://www.nexusmods.com/skyrim/mods/49311/? Link to comment
ShadeAnimator Posted July 30, 2016 Author Share Posted July 30, 2016 Oh, figured it out, needed another skeleton.hkx, the one from F4Biped pack. Included it into the F4AK_HKXPackUI folder. Did not research it, but I guess it's the same skeleton, but converted into 32bit as well Anyone knows how is the basic unarmed idle animation file called? Link to comment
Hazraogh6 Posted July 30, 2016 Share Posted July 30, 2016 Hm it's weird. hkx2fbx keeps crashing, even though I do everything as MaikCG described. It just crashes when I try to convert hkx 32 bit into fbx. I'm running win10, tried running it as administrator and in compatibility mode, did not help. Tried both using my UI and directly through cmd... weird. And next two major steps are upgraded skeleton and paired animations. For paired animations maybe this could be useful: http://www.nexusmods.com/skyrim/mods/49311/? 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 Oh, figured it out, needed another skeleton.hkx, the one from F4Biped pack. Included it into the F4AK_HKXPackUI folder. Did not research it, but I guess it's the same skeleton, but converted into 32bit as well Anyone knows how is the basic unarmed idle animation file called? Meshes/actor/character/Animation/H2H/Idle.HKX. Link to comment
ShadeAnimator Posted July 30, 2016 Author Share Posted July 30, 2016 Hm, did you remember how far you moved them? Maybe thats a constant we should remember. As for killing - try converting original vanilla animations into xml and read the annotations there. You probably need to add some annotations to actually kill the other character. And thats no the correct idle, in this one the character is standing with arms up, ready for a fight. Link to comment
Hazraogh6 Posted July 30, 2016 Share Posted July 30, 2016 Hm, did you remember how far you moved them? Maybe thats a constant we should remember. As for killing - try converting original vanilla animations into xml and read the annotations there. You probably need to add some annotations to actually kill the other character. Mhmmm , i have the coordonates in the scene that's all i can do ,but i remember mainly that the numbers were in negative. ., not for the Z axis aparently. But i did'nt move the attacker,just the victim : X:16,715cm Y:-18,34cm Z:1,33cm Tks i'l try it tomorrow and make some tests about it. I tried to import vanilla anim with the Biped files by MAIK and followed his video( i tryed to import and H1M attack and the Female SprintForward). Don't know why maybe it's me who messed it up in the exportation. In 3DS it's great but in game the camera is in the ground and the character is flying. (i tried many times too,to make a movement animation like running or walking ,it doesn't work,she's running on the spot and for the animations with weapon, like a knife attack, she does the movement but it doesn't hit the other npc, i'll check out about the annotation that you are saying, if it's that i'll w'll work next time if i do the things well). Did you find the animation that you have been looking for ? The unnarmed one ? My "Killmove" anim replace the H2HNeckBreakByBehind so if think the one i told you. Link to comment
ZaZ Posted July 30, 2016 Share Posted July 30, 2016 Shade Great Job with the animation Kit, And Kudos to all involved in the Dev Team. Just curious what version of Max Did you save the Rigs in 2014/15/16 They don't open in 14 I maybe doing something wrong .... Cheers Edit - I mean the Scenes for the Rig Link to comment
ShadeAnimator Posted July 30, 2016 Author Share Posted July 30, 2016 Shade Great Job with the animation Kit, And Kudos to all involved in the Dev Team. Just curious what version of Max Did you save the Rigs in 2014/15/16 They don't open in 14 I maybe doing something wrong .... Cheers Edit - I mean the Scenes for the Rig Hi, yeah, sorry, I saved them in 2015. Next update of the kit will come with a scene saved for 2013 as well. Not yet sure when I will upload the updated kit though. Link to comment
ZaZ Posted July 30, 2016 Share Posted July 30, 2016 Yeh, No worries take yer time. What Version should we use Will 2016 do in general or is anyone using Max 2016 ? Cheers Link to comment
Guest Posted July 30, 2016 Share Posted July 30, 2016 Yeh, No worries take yer time. What Version should we use Will 2016 do in general or is anyone using Max 2016 ? Cheers I think 2016 will have a problem with the HTC plugins. For sure 2017 has. Link to comment
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