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Fallout 4 Animation Kit (F4AK)

 

The Full animation Guide is in PDF format inside the Kit archive! Please, make sure you've read it and FAQ here, before contacting me with questions.

 

Important! Rig version "F4AK_Rig_Final_2013.max" suffix may be outdated and broken. Will fix it in future versions. Use "F4AK_Rig_Final.max" instead. It is for max 2015. If you want to work in earlier max versions, you'll have to open it in max 2015 or 2016 and Save it for earlier version.

 

First to mention - this will be the place I put the latest stable release. I recommend using kit downloaded from here, NOT github!
Github contains a lot of trash files, scripts can be newer but with more bugs.

 

This KIT includes:

  • Detailed guide on working with Fallout 4 animations in PDF format. Both import and export are covered.
  • Almost all tools and plugins you need to export or import animations. If something is not included you can find a download link in the guide.
  • Preset files for HCT, including rig.txt files and .hko settings files.
  • Scenes and rigs for 3ds max for Human character. In later version will add other rigs as well.
  • Deathclaw skeleton and mesh in max format, but its not quite correct, there just an example.


MaikCG is another animator working on F4 animations, who is also taking part it creating this kit. He has his own upload and rig here on nexus, called F4Biped. We work in parallel, and sometimes he can find some new information or something, before me. It will get into this guide too eventually, but if something is missing, you can check F4Biped too, sometimes it may have some additional files or more updated information. And vice versa.

 


FAQ
Q: So, we can now create animations for Fallout 4?
A: Yes, we can. You can.

 

Q: Can I make 3rd person animations using this Kit\Guide?
A: Yes, you can.

 

Q: What is not included in the kit?
A: 3ds max\maya\blender are not included, HavokContentTools is also not included. You'll have to ask other modders to obtain a link for HCT. Everything else is there. But I still recommend looking for newer versions of included tools, like niftools or hkxpack.

 

Q: Were do I get the Guide?
A: Download the rar archive in the Files page here, and it will be in the root, called F4AK_AnimationGuide.pdf. You can view PDF using free Adobe Acrobat Reader, or using your web browser.

 

Q: Will this guide teach me how to work with 3ds max, rig tech and animation theory?
A: No. It is assumed that you know your way around 3ds max at least to some extent, even though I tried to described everything in as much detail as possible. You don't need to be a rigging\animation\3ds max guru, but if you never worked with 3ds max or 3d animation before - I recommend learning those things first. DigitalTutors introductions may be a good place to start. Also I highly recommend larning 12 Animation Principles. Just google it.

 

Q: I'm a newbie in 3ds max and animation, can YOU teach me\explain to me how <stuff> works, etc?
A: No, sorry, I'm not here to teach you basics of 3ds max. I can suggest you learning it first, for example using DigitalTutors.

 

Q: CAT\Biped rig is missing some of the control joints for the game skeleton's joints i'd like to animate, can I add them?
A: Yes you can. Just add additional bones using CAT or Biped tools, align it to match the joint you'd like to move, and name it the same as the joint you'd like to move, but with a correct prefix (Bip_ or F4CAT_). Now using F4AK Rig Connector, disconnect and connect everything again. If you named everything correctly, it should find the joint and connect it. It will only connect Orientation by default, so you may have to add Position Constraint manually.

 

In later version I will add more control joints into biped and cat.

 

Q: When i open the F4bipedimport scene , the biped bones are locked i can't move them ,is it normal?
A: F4bipedimport scene is from F4Biped by MaikCG. It is there to support his animation-import workflow. The Guide has two workflows for animation importing described. For keyframe hand-animation use the main rig scene, "F4AK_Rig_Final.max"

 

Q: 32 bit, 64bit, what this all means, do I need max 32bit or 64bit?
A: You should use 3ds max 64 bit version, there is no reason for you to use max 32bit unless you're using some old 32bit processor in your PC. Autodesk does not support 3ds max 32bit version even anymore.

 

HavokContentTool 2014 is 64bit natively too.

 

Fallout 4 HKX files are bitcoded in 64 bit.
Skyrim HKX files were bitcoded in 32 bit.

 

HKX2FBX converted was created for Skyrim's 32 bit HKX.
So the only moment you ever encounter this bit problem for now, is when you want to IMPORT existing fallout 4 animation from hkx into max. You need to first convert it from 64 to 32 bit and then use HKX2FBX converter.

 

The process is described in the guide.

 

CREDITS
While the author behind this guide and F4AK is ShadeAnimator, it would not be possible without the help of some people.
• ShadeAnimator – author of F4AK and F4AK Guide.
• DexesTTP – developer of HKXPack and HKXAnim.
• MaikCG – author of F4Biped, helped a lot with information, research, guides and some files.
• CPU – a lot of help during research
• NifTools team for NifTools plugins
• JoshNZ – contribution to research

 

TUTORIALS

 

https://www.youtube.com/watch?v=bbR9hCcH3W8

 

 

 

Also available from nexus.


 

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shade i tried loading of the rig you provided and i use 3dmax 2014 but i only get an error, and the rig never loads it says the rig was created with newer 3dmax that i currently use. i use 2014 isn't that the version you mentioned on the main page ??

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shade i tried loading of the rig you provided and i use 3dmax 2014 but i only get an error, and the rig never loads it says the rig was created with newer 3dmax that i currently use. i use 2014 isn't that the version you mentioned on the main page ??

 

I mentioned that I use version 2015.

 

I have, however, said, that I will put rigs for other versions as well, and did not do that, sorry about that. Will fix it a bit later. You can, however, install max 2015 as well, if not for using, at least to same the scene for your version. Or just wait till I do it myself. I still recommend max 2015, it has some CAT bugs fixed. Though the most stable CAT is in max 2016 right now, but we can't use it :(

 

 

 

Darkening Demise

So it begins.

 

 

Sorry, hard to resist:

 

https://www.youtube.com/watch?v=_UBcF6n-skk

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so is this what is needed to make the animations like in the Skyrim sexlab?

 

More or less.

 

Be aware that in SexLab there is a name conflict.

An Animation can be a HKX animation (what ShadeAnimator is developing is something that allows to create such animations)

But it is called Animation (actually sslBaseAnimation) a set of animations that are played by SexLab.

 

SexTec (the equivalent of SexLab for Fallout 4) will change the name to avoid the confusion.

HKX animations are called Animations.

While the "SexLab Animation" will be called "Performance".

 

And I am already finalizing some stuff with ShadeAnimator to have something that will help animators to create animations, that will fit just fine in SexTec.

And I started the development of SexTec, if you are interested. (Yes, I know I am retired, but I am more active than non-retired members, trust me.)

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shade i tried loading of the rig you provided and i use 3dmax 2014 but i only get an error, and the rig never loads it says the rig was created with newer 3dmax that i currently use. i use 2014 isn't that the version you mentioned on the main page ??

 

I mentioned that I use version 2015.

 

I have, however, said, that I will put rigs for other versions as well, and did not do that, sorry about that. Will fix it a bit later. You can, however, install max 2015 as well, if not for using, at least to same the scene for your version. Or just wait till I do it myself. I still recommend max 2015, it has some CAT bugs fixed. Though the most stable CAT is in max 2016 right now, but we can't use it :(

 

 

 

Darkening Demise

So it begins.

 

 

Sorry, hard to resist:

 

https://www.youtube.com/watch?v=_UBcF6n-skk

 

 

I was quoting this. Never watched the MK stuff.

Link to comment
Guest kimbale

It would be nice if you could clearly mark the parts of the guide that use MaikCGs files, i spent an hour trying to find F4Animation.hko in your files...

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Guest kimbale

I'm probably just doing something idiotically wrong, but i can't for the life of me get the CAT to animate. Any key set is just influencing frame 0/full track. I can animate stuff i added to the scene without problems. I've done animations for skyrim and for UE4, so i think i know my way around an animation rig...

 

Do i have to set something extra up for it to save the keys? Or am i trying to do stuff wrong?

 

I'm hella rusty, you just thoroughly fail-proofed this. ^^ I was used to open, non-layered crap from skyrim.  :rolleyes:

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I'm probably just doing something idiotically wrong, but i can't for the life of me get the CAT to animate. Any key set is just influencing frame 0/full track. I can animate stuff i added to the scene without problems. I've done animations for skyrim and for UE4, so i think i know my way around an animation rig...

 

Do i have to set something extra up for it to save the keys? Or am i trying to do stuff wrong?

 

I'm hella rusty, you just thoroughly fail-proofed this. ^^ I was used to open, non-layered crap from skyrim.  :rolleyes:

 

Yeah, well, CAT is sort of dynamic system, thought Biped is too. It has 2 modes, "Setup" and "Animation", and it has a layer system, which is really handy. Though max has it's own animation layers, CAT's anim layer, if you get used to them, are very powerful and useful. 

 

So, to start animating:

1. Select any CAT rig object

2. Go to Motion Tab, and make sure that the button is in Animation mode (it should be green, with 'play' icon)

3. Create an animation layer (simple, not additive or something, it's a base animation layer) or make sure there is one already. If there were changes to the rig, it is better to create a new one.

4. Make sure the skeleton is connected to the rig. If it does not follow the rig, then you need to use F4AK_RigConnector script to connect the skeleton to the rig. Process is described in the guide. It takes a few seconds to connect it.

 

Sometimes F4AK does not work for some max-bug reason, just close the script window, and run it again, and it should work then.

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Guest kimbale

Me again, with more problems:

 

I'm trying to import vanilla animations onto the rig to make seamless variants of the vanilla idles.

Getting the animation into fbx works fine. Root has to be rotated 90°, but everything else works. 

If i update the animation in the max file you provided, the animation works like ingame, so mesh, it's skin and the ingame skeleton work as intended.

The problem is that i can either have the animation rigs working or have the vanilla animation work as intended. 

If i update the F4CAT with the animation the rig gets "deformed" and the animation applies weirdly. Especially the legs are twitching around in really bad positions. Toes are curled and some other things are skewing around. 

I've attached screenshots of my problem.

 

I thought about adding some controls to the rig, then realized that there aren't any more bones in the vanilla skeleton, at least when it comes to the legs.

 

Do the rig objects not align exactly with the game skeleton? Is it the leg IK? 

I have some hacky ideas, like adding the animation on a reference model/skeleton and then aligning bones, but that's a horrible chunk of work. 

Or can someone point me in the direction of making the import work fast and easy (vanilla -> F4CAT)?

post-177332-0-73692800-1470729057_thumb.png

post-177332-0-04123400-1470729061_thumb.png

post-177332-0-22457800-1470729064_thumb.png

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