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Firehawk777

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  1. I think from what you have said that you are trying to use this on the ObjectReference rather than the Actor. Try casting the ObjectReference as an Actor. E.G ObjectReference actorRef =theRef as Actor
  2. Hi all. I finally have the capability to create animations. Though I have run into an issue with importing fbx to the rig in Max. I have followed the guide though when I import the fbx the mesh conforms to the animation (sort of) and yet does not control the bones. The mesh is also twisted and does not appear to have picked up the spine transforms. I run the disconnect script several times and still the animation does the same thing. Anyone know what I am doing wrong?
  3. Wow now that was a process! Finally have studio max working and making animations. Still have an issue with importing vanilla and other animations to edit. Though I think with a little more research I will have it.
  4. YDNKMN. I finally got it working. The converter needs to be opened in Java and fkx files need to be converted to xml via the console. It is a bit of a process. Also worked out how to make the animations in 3ds max. Now I can start making animations. Though I still have not quite got vanilla animations importing. I will work this out today hopefully.
  5. Lol. I have bitten the bullet and installed studio max. I don't yet know if its worth me paying for this app as I normally would use Blender for animations and I only want Max for its supposed ability to import and export files in the correct formats. At least from what I can comprehend in the (rather convoluted) Fallout animation kit PDF I could do most things with other less convoluted and expensive tools. In saying that I have used Max in the past (up until about until about max9) so its not a completely new environment to me and I have animated with it in the past for mods. Though getting the tools set up for Fallout 4 is proving a nightmare. Firstly would either one of you know if there is a version of the Havok tools that works with Max 2015+? I have already made animations and finally have the xml <-> hkx conversions. I can do basic edits to animation poses with hkxposer though its not quite what I require. And Niston, yes I prefer script myself. The CK is bad enough when it comes to convoluted platforms. Though at least it doesn't cost $300 a month to use it.
  6. Lol. Issue was that the guide I had did not specify that the FKXPack needed to be run in java environment. All works fine now. Now I wish there was an alternative to using 3ds max for animations.
  7. Hi all. I just installed the AAF kit and when going to use the FKXPack to convert an xml file I have run into this error. <<< Converting C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Meshes/Actors/Character/Animations/AnimPreviews/FGAnim/DrinkingWater.xml to hkx Traceback (most recent call last): File "F4AK_HKXPackUI\f4ak_hkxpack_UI.py", line 196, in convertXmlHkx File "subprocess.py", line 522, in call File "subprocess.py", line 710, in __init__ File "subprocess.py", line 958, in _execute_child WindowsError: [Error 2] The system cannot find the file specifiedAnyone have any clues as to what is wrong?
  8. Hi all. I just installed the Advanced animation framework and when trying to use the FKXPack on an xml I get this error. <<< Converting C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Meshes/Actors/Character/Animations/FGAnim/DrinkingWater.xml to hkxTraceback (most recent call last): File "F4AK_HKXPackUI\f4ak_hkxpack_UI.py", line 196, in convertXmlHkx File "subprocess.py", line 522, in call File "subprocess.py", line 710, in __init__ File "subprocess.py", line 958, in _execute_childWindowsError: [Error 2] The system cannot find the file specified Does anyone have any info that can help me?
  9. Thanks. Though I get an error when trying this method. It says the type miscobject is incompatible for the referenceObject to throw
  10. This is a pretty noob type question. How exactly is the best way to define from an Objectreference what its 'type' is? E.G if this is a miscObject, Funiture or an NPC.
  11. That project looks very interesting. Looks like the terminal you guys are creating may have the functionality I need.
  12. Lol this mod has no supporting documentation. It will take me some time to work this out.
  13. Niston you rock. Thanks. I will read this now.
  14. Thanks. Its a good tutorial and one I have both used and watched several times. I have already several furniture pieces that use this. Any other animation related tutorials I am also interested in. Though not quite what I am looking for in this case. What I am trying to do is create new animobjects that are then used by the animation. EG the drinking cup, eating noodles or the smoking animation. I know there is a way to make an animobject appear and disappear at different points in an animation. Though I have no clear guide as to how its done. I want it so for instance an actor NPC goes to the sink with a mirror, pulls out a hair brush and uses it then the brush disappears at the end of the animation.
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