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alendor

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    Dow 2, Fallout 3

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  1. Hey Patrick, I PM'd you regarding an interview. Hope you are interested in it :)
  2. Read your PMs. NAOW!
  3. here are 5 stars for your mod :)
  4. i discovered when adding animation that you need to make sure the bip01 node has keyframes for rotation, or it will always default 90 degrees to the right.
  5. Ok, so i've gotten through all the import, rigging and what not, and have actually got an animation ingame, albiet at test one. however when the animation plays ingame the foot slides around like on ice, when my animation in max and nifskope has it properly planted. this only happens when i have the bip01 animated, which obviously needs to be animated for quality animations. I'm using the planted key method in character studio on the biped to plant the foot when animating. I'm curious where i'm going wrong, if theres a specific method for keeping the feet planted that translates ingame correctly. I'm working with max 8 btw. Thx in advance for any advice, i'm so close to being able to start my reanimations, this may be one of my last hurdles.
  6. hah, np prob man, can't knock a guy for trying to help, its appreciated. but ya i started with max when i got into 3D, went to school that taught maya, and the animation between maya and max is night and day. maya is far superior, and character studio is obsolete once you have good maya rigs. between the channels and the graph editor, its so much easier to create and modify your animations in maya.
  7. Thanks for the help guys, my problem isn't creating the actual animation, as i do it professionaly as freelance work, and that whole process is called keyframing btw geonox. the part i'm lost at is the whole technical side, with nf skope, and all that. For me its the custom animation thats easy, the techincal stuff is where i'm lost. Also i'd like to work in maya if possible, because it is the best animating suite out there for the most part, making Max look terrible, and i can only imagine how simple blender is. i was able to narrow don't that i'm supposed to import the skeleton.kif into the 3d program i'm going to use to animate, wich doesn't work with the maya plugins (may need to get 3dmax or blender for some import export stuff). not sure why they made a plugin that doesn't do its job to be honest. however i did discover that it can import its own exported .kif fine, just not any of the ones packed into the fallout bsa. if i can get the skeleton with the base mesh into maya, similar to what you linked verbal, i can create the animations fine. all the technical stuff getting it out of Maya, into .kfs and all that jazz is where I am completly lost.
  8. Hey, I've been playing alotta fallout 3 lately, and am looking into replacing animations in game with ones i've created myself. Both to keep my animation skills up, and to make the game a little bit less akward when it comes to animation. (hopping in the tranq lane pod, or the anchorage simulator animation makes me want to throw up.) I use maya primarily for all my 3D animation. I have pleanty of expierience animating characters, and the whole keyframing process and all that, including rigging and what not. What i'm not certain of is the process of how i get the correct rig outta fallout 3, and once animated how to get it back into the game. Do i make the rigs custom and export? do i import a fallout 3 rig from somewhere, animate that, then export it. whats the naming convention for the bones, all that little stuff. I've looked high and low, and so far all i've been able to find out is that it uses a .kf file or .nif or something, and that niftools is what i'm looking for for the import export process when working with Maya. That, and someone mentioning that you need to get your hands on a rig for the proper bone structure and naming which makes sense. I know it can be done as i've seen animations for download, I just can't find any documentation on how to do it, like its a secret or something. Anyways, if someone can help me out, point me to tutorials, explain it a bit for me that would be great, as i would really love to replace some of the crappy fallout animations. particularly the getting up from being knocked down, the running animation when you have a gun out, and many more. The lack of quality animation in the game damn near makes my eyes bleed, and I would love to upgrade em. But ya, any help would be appreciated.
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