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Fallout 4 Animation Modding (for modders and animators)


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Posted

Getting the Default FO4 Mesh and Body into 2.49b was easy enough, the challenge is to get said animations into FO4 from blender  will be a task 

 

post-8713-0-04605100-1470086669_thumb.jpg

 

Will take a look at the Dev Tools and see if I can have a Rig for blender users to mess around with.

 

Technically one can export as .KF to 3dsmax and use the hct for fallout 4 ..... thats how I exported for skyrim to add the annotations and stuff ,

cause  theres no hklx.cmd this time for kf to hkx conversions  for FO4

 

So much prospects so little time .... sigh 

 

Cheers

Posted

Getting the Default FO4 Mesh and Body into 2.49b was easy enough, the challenge is to get said animations into FO4 from blender  will be a task 

 

attachicon.gifFallout 4 Trials Blender.jpg

 

Will take a look at the Dev Tools and see if I can have a Rig for blender users to mess around with.

 

Technically one can export as .KF to 3dsmax and use the hct for fallout 4 ..... thats how I exported for skyrim to add the annotations and stuff ,

cause  theres no hklx.cmd this time for kf to hkx conversions  for FO4

 

So much prospects so little time .... sigh 

 

Cheers

 

Can you export FBX from blender? If you do, you can export it, import animation into max, and export it from there without any problems,in a matter of a few minutes. Or seconds.

Posted

Getting the Default FO4 Mesh and Body into 2.49b was easy enough, the challenge is to get said animations into FO4 from blender  will be a task 

 

attachicon.gifFallout 4 Trials Blender.jpg

 

Will take a look at the Dev Tools and see if I can have a Rig for blender users to mess around with.

 

Technically one can export as .KF to 3dsmax and use the hct for fallout 4 ..... thats how I exported for skyrim to add the annotations and stuff ,

cause  theres no hklx.cmd this time for kf to hkx conversions  for FO4

 

So much prospects so little time .... sigh 

 

Cheers

 

Thank you. I look foward for your work and I´ll wait with expectation. Once again, thanks.

Posted

 

Getting the Default FO4 Mesh and Body into 2.49b was easy enough, the challenge is to get said animations into FO4 from blender  will be a task 

 

attachicon.gifFallout 4 Trials Blender.jpg

 

Will take a look at the Dev Tools and see if I can have a Rig for blender users to mess around with.

 

Technically one can export as .KF to 3dsmax and use the hct for fallout 4 ..... thats how I exported for skyrim to add the annotations and stuff ,

cause  theres no hklx.cmd this time for kf to hkx conversions  for FO4

 

So much prospects so little time .... sigh 

 

Cheers

 

Can you export FBX from blender? If you do, you can export it, import animation into max, and export it from there without any problems,in a matter of a few minutes. Or seconds.

 

 

Even 2.49b has fbx will try with both KF and FBX lets see

Have an Hour will try it and let you know ,

I do have a noob question though ...... How do I test said exported animation in game , just use it as a replacer and for which animation ? :s

 

Cheers

Posted

 

Even 2.49b has fbx will try with both KF and FBX lets see

Have an Hour will try it and let you know ,

I do have a noob question though ...... How do I test said exported animation in game , just use it as a replacer and for which animation ? :s

 

 

Noob answer: Open CK, create a mod, go in Tools->Animations, create a new idle, add the file you just exported.

All the details are in ShadeAnim's guide.

Posted

These details are actually not there :) I did not describe how to add custom idle.

If you do it in detail, I can add it to the guide to. I mean step by step, where to click, all that detail

Posted

Keh, that was hardly a challenge   :cool:

Well the animation is shite, no IK, made in 5 mins roughly , But its possible to export from Blender 2.49b to Max HCT to FO4

 

 

Used a Keyframe File, the Time line was messed up on export but I think I did not  set start and end frames in blender.

Need to Test more, but its possible lets see what can be done from here out

https://www.youtube.com/watch?v=oWYFwEf75yM

Cheers

 

 

Posted

 

...

 

The video is "private" Zaz.

 

 Dang :blink: .

Fixed to unlisted  Lemme know if it works

thanks for that  

 

Cheers

Posted

...

 

Now it is perfect, congrats for your very first Zaz FO4 Animation, @ZaZ.

Do you want to enroll in the SexTec team?

Posted

Haha, guys you're awesome, yeah ill add this to the guide. 

 

Cool, zaz... Haaa, I actually remember that I was the guy who said like "Heey ill make all the sex animations for skyrim!" but then i disappeared, and when i got back, ZaZ already made all the animations? Right? :D 

 

 

Posted

 

...

 

Now it is perfect, congrats for your very first Zaz FO4 Animation, @ZaZ.

Do you want to enroll in the SexTec team?

 

 

Thanks for the offer 

 

I will be around.....  cant commit at this time, But I intend to do What I always do with the Kink etc in time........... all zaz assets ( including from skyrim no perms needed ) can be used for Sextec.

 

Will have a Go at the Nifs and see what can be done with the effects and stuff

 

Cheers

Posted

I can make it at any time in like 15-30 minutes, but there is a technical delay because of some... administrative problems with sextec framework development :)

Guest kimbale
Posted

Has anyone tried to do stuff with those weird paired animations?

It seems like there's a ton of chopped skeletons in there, makes me think that they contain "connection points" as well. That would be worlds better than what we had to deal with before...

 

Oh, and i'm mucking about with some solo animations. Twerking too, somehow i need that in FO4... xD

Posted

Theres no Paired Skeleton technically in F04 , All the paired animations are Split into "Lead" and "Victim" Eg

PairedKillTacklePunchToDeath_AttackerLead.hkx
PairedKillTacklePunchToDeath_Victim.hkx

Perhaps the Paired animations are scripted into place with a fixed position for both parties. ( Citation needed )

 

Cheers

Guest kimbale
Posted

Theres no Paired Skeleton technically in F04 , All the paired animations are Split into "Lead" and "Victim" Eg

PairedKillTacklePunchToDeath_AttackerLead.hkx
PairedKillTacklePunchToDeath_Victim.hkx

Perhaps the Paired animations are scripted into place with a fixed position for both parties. ( Citation needed )

 

Cheers

 

I thought i had stumbled upon vanilla files which just had some kind of alignment animation - just a few bones of two different skeletons, which looked like the were used to align said bones in a paired animation. I think it was animated .nif though, not .hkx. 

 

The split paired anims seem to be standard fare, i think there's slight shifting/popping in place when they're run ingame. Some animations though, like the deathclaw pick-up  stuff, seem to align to certain bones. I'll try to find the specific file again, shoulda written it down....

Posted

I can make it at any time in like 15-30 minutes, but there is a technical delay because of some... administrative problems with sextec framework development :)

Don't say that, they'll take it as a promise :)
Posted

 

Theres no Paired Skeleton technically in F04 , All the paired animations are Split into "Lead" and "Victim" Eg

PairedKillTacklePunchToDeath_AttackerLead.hkx
PairedKillTacklePunchToDeath_Victim.hkx

Perhaps the Paired animations are scripted into place with a fixed position for both parties. ( Citation needed )

 

Cheers

 

I thought i had stumbled upon vanilla files which just had some kind of alignment animation - just a few bones of two different skeletons, which looked like the were used to align said bones in a paired animation. I think it was animated .nif though, not .hkx. 

 

The split paired anims seem to be standard fare, i think there's slight shifting/popping in place when they're run ingame. Some animations though, like the deathclaw pick-up  stuff, seem to align to certain bones. I'll try to find the specific file again, shoulda written it down....

 

Could be, if you could find those files - would be awesome.

As far as I know atm, the only difference between paired and simple animations are annotations. In paired animations there are a few annotations for syncing animations.

 

 

I can make it at any time in like 15-30 minutes, but there is a technical delay because of some... administrative problems with sextec framework development :)

Don't say that, they'll take it as a promise :)

 

 

1 simple sex pose loop with cycle variation in 30 minutes, thats real for most animators, the problem is that I can't spend 8 hours a day on this :D

In any case it's not quite important right now, we need a framework first. Weeel, technically we can start animating now, and fix anything later to make it compatible with the framework, but I'd like to know at least some rough idea of how it's gonna work before starting anything.

Guest kimbale
Posted

 

 

Theres no Paired Skeleton technically in F04 , All the paired animations are Split into "Lead" and "Victim" Eg

PairedKillTacklePunchToDeath_AttackerLead.hkx
PairedKillTacklePunchToDeath_Victim.hkx

Perhaps the Paired animations are scripted into place with a fixed position for both parties. ( Citation needed )

 

Cheers

 

I thought i had stumbled upon vanilla files which just had some kind of alignment animation - just a few bones of two different skeletons, which looked like the were used to align said bones in a paired animation. I think it was animated .nif though, not .hkx. 

 

The split paired anims seem to be standard fare, i think there's slight shifting/popping in place when they're run ingame. Some animations though, like the deathclaw pick-up  stuff, seem to align to certain bones. I'll try to find the specific file again, shoulda written it down....

Could be, if you could find those files - would be awesome.

As far as I know atm, the only difference between paired and simple animations are annotations. In paired animations there are a few annotations for syncing animations.

 

I can make it at any time in like 15-30 minutes, but there is a technical delay because of some... administrative problems with sextec framework development :)

Don't say that, they'll take it as a promise :)

 

1 simple sex pose loop with cycle variation in 30 minutes, thats real for most animators, the problem is that I can't spend 8 hours a day on this :D

In any case it's not quite important right now, we need a framework first. Weeel, technically we can start animating now, and fix anything later to make it compatible with the framework, but I'd like to know at least some rough idea of how it's gonna work before starting anything.

 

 

The files are AnimObjectPairedDeathclawRaiderSlam.nif and AnimObjectPairedDeathclawRaiderSlam1stp.nif, they're at Meshes/AnimObjects. But i'm either doing something wrong, or they're not animated. They do look like "offset skeletons" though and there's those addon nodes that are used to attach nodes all over the game.

Has anybody checked out the markers? I think they are used to align animations, some mods (for example Immersive Waiting) are already using these to allow full anim sets (intro, idle, outro) anywhere.

Those animationtext things (animtextdata/animationoffsets/) have paired animation paths, but i don't know how they're formated, 3/4 of the blocks are garbage if i open them.

 

"Real for most animators"... Professional/experienced animators you mean, i'm taking way longer, not to mention that i have to get used to the rig.

Skyrim lacked solo animations imho, no need for alignment for those. ;)

 

 

EDIT: Argh, why is BBCODE so broken atm?

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