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TheRizzler1

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    Bloodborne

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  1. I appreciate the replies but I fixed this years ago, and in fact in the time since have discovered an even better solution which I covered in my weapon modding tutorial series haha (link below) https://youtu.be/z3Bfp9U7vYU?list=PLGGw--fFEeZd5HM9shaaANPuXP9zAgmAN&t=3137
  2. Wow this is amazing! Crazy that you're planning customisation of the bike as well. Can't wait to see how it works ingame.
  3. I've completed the first person custom animations for my weapon and am in the middle of trying to get some vanilla animations to work (the double barrelled shotgun) purely for testing and making sure the weapon loads these animations, but no animations seem to load at all Here's what my additive subgraph looks like so far. (one / two) The first person one works fine. It seems this has something to do with third person animations; http://www.creationkit.com/fallout4/index.php?title=Subgraphs#Generating_Metadata_needed_for_Game Generating metadata - I'm not exactly sure what needs to be done here (I can't make sense of the instructions). I'm almost completely done, it's just the third person animations, so I'd greatly appreciate someone explaining how to do this to me!
  4. Unfortunately not, there's quite a few things that could effect the actual alignment of the sights, including how the model is made, how the weapon is animated and whether there's any camera offset going on, but I've tested all of those and haven't come close to fixing it. FOV doesn't move the position of the camera or gun, it just increases the view angle of the camera (which might make objects look like they are further away, but otherwise wouldn't cause something like this)
  5. It's your boy Rizzler again, with yet another problem. I've noticed my gun's sights are out (in the second image I've moved the sight meshes to the right to try and rectify, but as you can see they still don't get near to the actual impact point) Yet when I modelled the gun the sights are in line, and I've made sure the sights are perfectly in line with the camera as well. (1st - the model, orthographic view, 2nd - the animation from the front, orthographic view) I've checked my zoom data entry and all of my object mods to make sure nothing is going on with offsetting the camera. You'd think that might fix it, but as the front sight is out, the evidence points to the fact that the entire gun is out by some margin. I've done a quick fix to this (moved the back and front sights sideways to accommodate for the offset) but I'm not too happy about leaving it like that. I guess it'll do, but if anyone comes across the same problem and either looks into it deeper or resolves it, I'd like to know how you did it!
  6. ^ What he said. When adding new anything in nifskope, always check all of the settings/parameters and compare to vanilla meshes to make sure you're going to get a result you expect. Thankfully the scope animates with the barrel properly and I can get back to animating worry-free. Big fat thanks to BigAndFlabby for helping me out!
  7. Bad news, I've rebuilt the barrel using the shotgun long barrel and switched the attach points in nifskope/in the CK object mod entries, and everything appears fine ingame apart from the actual scope meshes (visually) The double barrelled shotgun seems to work just fine with getting its reflex sight to appear on, and animate with, its barrel. I honestly can't think what to do next, and fear all the animation work I've done up until this point might have been for naught
  8. Turns out it was human error, I had set the reload speed to 1 ages ago before I started the custom animation, but had to spawn the weapon again for the values to be updated. Problem solved!
  9. I've lessened the twitching - exporting with the 3ds max timeline set to 240fps seems to have reduced it a lot (at the cost of a few hundred kb higher file size), but as long as I export at a low framerate for animations with less movement e.g. idles then there shouldn't be a massive increase in size The animation is still playing slower ingame unfortunately.
  10. Why can't animation just work? Anyway here's a render straight from 3ds max showing the what the (unfinished) reload animation for my weapon is supposed to look like; https://www.youtube.com/watch?v=7_zPE-mRpys&feature=youtu.be And here's what the result is ingame. (ignore the gun exploding and stuff, only the idle and reload are 'in' so far) http://s1.webmshare.com/PGEoL.webm Every now and then the gun twitches, and the animation in general is played slower than in 3ds max Not sure how to rectify this, as it requires knowledge of havok tools and I only started using them recently. I even tried exporting with the timeline set at 120 fps. Any help?
  11. Yeah, embarrassingly enough I inserted a BSLightingShaderProperty without bothering to do anything further and called it a day. :laugh: All good now, hopefully the animation works out.
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