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langnao

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Everything posted by langnao

  1. Depend on what you wanna do ... simple texture replacement/coloring can easily be done... Majority of the tools like xEdit, nifskope etc is still in development. There is a blender plugin that you can use to import and export the mesh. When Bethesda releases the proper CK toolsets then you can create proper brand new object with coliision etc instead of just mesh swapping. Or just simply play around with swapping the nif. Eg I don't like the look of mantis armor, I just swap it with starborn armor. Before all these, get BAE to extract all the files u need from the BA2 achive ...
  2. Basically the 'walk style' during character creation is just 1 for male and 2 for female animation. So if you created a female character but chose walk style 1 then you will have a female character using a male animation and vice versa. Nothing special here. Maybe there is some actor keyword used to differentiate the animation under the subgraphdata. Its basically how I separated male & female animation for some animation that is shared under Fallout 4. Anyway, waiting for xEdit/creation kit to take a look ...
  3. Missing the map is not an issue if just doing the quest is your objective but their game suppose to encourage exploration and its pretty difficult to navigate especially you are new to the area. Maybe after a few thousand hrs in, it will no longer be an issue (most pple won't stick around that long). I believe they wanna add more map symbols at least on the surface map but they don't have time. Remember Starfield had already been delayed ...
  4. Having gotten further into the game, there is indeed more clothing slots than just the base layer. You can equip mask, hat, etc. Maybe not comparable to FO4? ...
  5. Okay, I take a look at the af, afx files. af is definitely the animation binary archive. afx contains the annotation data which previously was packed into the hkx archive. Eg, relaxed_runforward.afx <root><is_state>1</is_state><tag>RunForward</tag><filename>Relaxed_RunForward.af</filename><prefix>Relaxed</prefix><events><event><frame>0</frame><name>SyncRightFoot</name><payload></payload></event><event><frame>8</frame><name>FootLeft</name><payload></payload></event><event><frame>10</frame><name>SyncLeftFoot</name><payload></payload></event><event><frame>17</frame><name>FootRight</name><payload></payload></event><event><frame>19</frame><name>SyncRightFoot</name><payload></payload></event><event><frame>26</frame><name>FootLeft</name><payload></payload></event><event><frame>28</frame><name>SyncLeftFoot</name><payload></payload></event><event><frame>35</frame><name>FootRight</name><payload></payload></event></events><audios><audio><frame>5</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>14</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>23</frame><foley>FST_Foley_ArmorType_Run</foley></audio><audio><frame>32</frame><foley>FST_Foley_ArmorType_Run</foley></audio></audios></root> Also found the animation files location for the player (female). You got relaxed_walkforward, relaxed_jogforward and relaxed_runforward Data\meshes\actors\human\animations\melee\unarmed\player\female\ I tried replacing walk, jog with run and test in-game the player straight away run from rest so the animation files location is correct. Now is waiting for someone to "decode" af format before I can start modding my animation ...
  6. Fo4 has long had everything you need to create havok animation. Rigs with vanilla and zaz bones, cat/biped, any number of actors, list of annotations, direct import and export 3ds hkx 64 bit. There is everything except hat (havok's tool for creating creatures). The animation file is no longer hkx but some .af, .afx files. AFX, animation framework extension? Or some format created by Bethesda? ... Okay so Creation Engine using The Forge which is using 'Ozz Animation System' (then it should be .ozz?). Maybe related to this ...
  7. Yah. For FO4, ShadeAnimator came out with the framework, rig ,etc but he has not been active for a while ... There is still skeleton file and they are still using the animation metadata files. These meta data files should be generated from their creation kit. But there is definitely complication. At the start of character creation, they allow u to choose between 2 different set of animations (or is it just male/female animation so allow a female to use male animation?) so I m not sure how it will affect animation modding.
  8. The armor they dumb down alot ... For FO4, we have the base armor then we can layered armor on top for different parts of the body like arms, legs, etc. Now its just the base clothing and then the suit + helmet ... Seriously limit clothing/armor modification. Hope they don't do that for Elder Scroll 6 ... I also notice there is no "wetness" in the texture? Swim in undies or any clothing, it does not show wetness when coming out of the water ...
  9. The animation is now in some "unknown" af, afx format? So they drop havok? I am sure its a totally different rig with different bones etc. So I guess waiting from someone to "crack the code" and come up with the animation framework ...
  10. esp file is okay but any external assets (texture, scripts, animation ,etc) r not allowed for PS4 ... Hopefully Sony changed their policy for any future Bethesda game ...
  11. Created as additive to the respective 1st person animation keyword of the weapon u r interested. Placed the "modified" running animation file in the new location. Generate animation subgraph (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) Or put the modified file at the default location for running with weapon but this will affect all weapon.
  12. Before messing with the 'Bone Scaling Data', maybe u can open up ur custom body mesh with 'Outfit Studio' and manually weight paint whatever area you find problematic. E.g add more/decrease the weight according to the respective skeleton bones ... E.g load ur mesh, select the respective bone, under Current Tool->Weight Paint. For increase/decrease strength, paint radius u can check the menu. Left click on the mouse button to add more weight. You will notice the color changes from blue to green to yellow and finally red as u increase the weight. Hold Alt + left mouse click to reduce the paint weight. Its pretty manual and tedious process ....
  13. I have similar issue esp for outfit. When wearing a custom full body outfit, it basically replace the underneath body but using default Bethesda body skeleton and copy the bones weight, I notice certain area of the outfit is "distorted". Have to use 'CBBE' skeleton bone weights instead and manually paint those "distorted" area to make them better ... As for the shaping process, have u consider modifying the 'Bone Scaling Data' of the Human Race under 'Thin', 'Muscular' and 'Fat'? Do it thru FO4Edit and its gonna be a tedious process ...
  14. Been messing around with paired animation for a couple of days. Some interesting findings ... When paired animation was triggered in-game, the game takes care of all the positioning, synchronization etc. Doing it yourself its a pain. If you can position the receiver properly, u can then fire up the idle animation. The biggest issue is positioning ... Moving any NPCs on or near your character and they will be repelled as if 'bring two magnets of same pole together. Thus their resultant position will be any where around you. Therefore, you can't position with ObjectReference.MoveTo. The command actually works but due to the "repelled action", the final position is not what you want if u wanna trigger paired animation manually. There is also the issue of NPC in their own idle animation. You can probably restrain the NPC or turn off AI but just make the NPC stays is good enough. The NPC also need to face the player. Actor.PlayIdleWithTarget() does not sync or position anything so it basically Actor.PlayIdle() is good enough to player idle animation. So you can see there are many issues trying to do the paired animation manually. Trying another approach, use 'furniture' to move 2 or more characters close together without "repelling". With marker on the furniture, you can position exactly where you want the characters to be. Once the characters enter the furniture, each respective idle animation can be triggered. The furniture can be made "invisible" if needed and the "wait" action removed if required.
  15. Have you done animation? I have not done paired animation but basically its no different from animating a single character. If u look at the 'paired animation' files, its always xxx_Lead and xxx_Victim thus attacker and victim. So u can handle them separately as u did when animating single character. However, you may wanna see the whole scene in one setting so to coordinate the action between the attacker & victim. The current toolset is for single character animation so u have to modify those 3ds max file and add another character to the scene. And when u export the animation, export them separately as xxx_Lead and xxx_Victim.
  16. Just curious, y do u need to keep changing the 'exit' animation? Or change to a different 'exit' animation while in PA ?
  17. Entering PA probably reload the subgraph but I know it removes or unregistered whatever 'RegisterForAnimationEvent' you have done. 'AttemptAnimationSetSwitch()' is not something that is immediate. However actions like 'fast' travel', exit from Pipboy and drawing of weapon will cause the subgraph to be loaded immediately. So if u triggered a keyword changed say thru a holotape, since u need to exist the Pipboy, u will see the new animation. But if u triggered that say thru consuming an item, if u consume it thru Pipboy, again u need to exist the Pipbo, everything is fine. However, if u 'favorite' the item and consume thru the favorite menu, u will not see the new animation till u perform those actions that I mentioned earlier ... After entering PA, its probably falls under 'PA race' and its subgraph and thus AttemptAnimationSetSwitch() may not work for that.
  18. Maybe you wanna try these 'exit animations? They were properly done cutting down just 2 frames with all the proper annotations. I think 2 frames r the lowest u can go. By just edit and set duration to 0, u miss out the annotations which can be important to the animation. One of them unhide the pipboy ... https://drive.google.com/file/d/1f_hPV9M98yFBLJm-KxLU_hXQezhjG8fW/view
  19. One thine I noticed when I did a POC on PA previously, if you messed up the animation, u can't enter the PA ... I take a look at your esp file, it looks ok but somehow I m not able to generate subgraph metadata. Not sure y ??? ... I took ur modded animation files and dump them under my POC mod (basically to change the sound of entering PA) that I have done previously. Instead of adding the keyword to actor, I add them to the target but that's due to different needs and it shouldn't matter. There are two PA near the bridge (in-game) with the added keyword. There is a holoptape that can be used to control the sound but u have to add it manually thru console. Search for "*PA". Your modded 'quick exit' animation is added for 'sound A'. Sound B will be normal exit animation. Maybe u can take a look and it may solve your problem? https://drive.google.com/file/d/18ymt2TZsHrCXx7zLOHkl3YqMHb_yTzEz/view
  20. Most pple goes thru the Outfit Studio workflow. Obj -> Outfit Studio -> Fallout 4 nif. Invisible mesh in-game, u probably missed out weight painting in Outfit Studio?
  21. Got it. Works and looks perfectly now. :smile: The bolt doesn't bother me too much, since not even the G3 mod seems to have managed to fit it properly with the animation. Unless someone makes a full fledged R91/G3 type of weapon with custom anims, this will have to do. I even finally managed to fix the sound! Although there is a few sound options there regarding a "Cloth" reload which I have no idea what its for, so I left it alone. I was thinking, would you be okay if I released this under your and mine name, after I get all the permissions, fix up the .esp and the subgraphs for NPCs and Synths? You did like 80% of the work pretty much, and I'd love to see it spread further. :smile: Sure, you can do whatever to your liking but I didn't create the animation so u should get permission from the original MA. As for the SoundPlay annotations, if u load the 'mp5' mod, 'HK_MP5.esp' using creationkit, under Sound Descriptor u will see all the sound being referred, eg 'WPNHuKMP5ClothMagIn. Open it up and the sound path is 'data\Sound\FX\WPM\HuK_MP5\Foley\MP5_ClothMagIn.wav'. So what the 'SoundPlay' annotation does is playing that particular 'Sound Desriptor' at the indicated time during the animation. As for the other annotations like 'reloadcomplete', 'reloadend', etc these r in-game annotation that inform the game the reload has completed.
  22. You need to edit and regenerate the animation at source if u wanna fix the angle issue just like if u wanna move the hand that pull the bolt ... Anyway this should be better: https://drive.google.com/file/d/1IKftChIfNYUsjm9khZfC_EPK4USN-f7k/view For the bolt pulling, that really need to redo and align the hand and alot of work so can't help on that ...
  23. Use HKXpack https://github.com/Dexesttp/hkxpack java -jar hkxpack-cli.jar pack to convert xml to hbx java -jar hkxpack-cli.jar unpack to convert hbx to xml java -jar However take note, it is not 100% true conversion since cloth nodes, physics and some other things may have missing data as mentioned at the site. The reload animation can be used for other character.
  24. Not sure but on pure animation point of view, the 'WeaponMagazine' bone is really out of position till the moment when the magazine is being place back on the weapon. I m sure fixing that will fix the issue, Its the same as the 'bolt' pulling. Since the animation was made for the 'mp5' mod, the pulling action position has to be altered to fit that of R91. I can take a look at 1st person view of the reload .... Updated: I fixed the magazine issue. Its not perfect since that will require proper alignment of the magazine bone (eg when the weapon is slightly titled, the magazine should tilt as well) but at least u can see the magazine being taken out and thrown to the ground ... The updated reload animation: https://drive.google.com/file/d/1X_1XD_qkfIDuNE0DH9LBBhZsA7jzQ2O4/view Anyway, its a win for me too cos in the process of doing this, I discovered/learnt something that I wanna do previously but missing the knowledge ...
  25. I have seen this "out of position" issue on animation and its due to mixing different animations made for different gun. For a start, make sure R91 is using its own correct default animation. The holding of the weapon, moving , etc should be correct. Then take the 'reload' of 'Heckler und Koch - MP4 Complex' and add as additive to the default R91. If done correctly, everything will be fine (holding, moving etc) cos u only modified the reload. Then check the reload, since its for different gun, maybe pulling of the gun slide etc is wrong and we can work from there ... Gotcha. I will try and do that and report back. I remember when I was doing the subgraphs, I did indeed pretty much just copy over the entire mp5 animation folder, which may have probably included the said holding animations. Was messing around u can take a look: https://drive.google.com/file/d/1eQIug3mVnXn_M8f4Er9UndwPii396WCN/view Only added 3rd person view and only for player. I added the extra keyword to the 'R91' weapon, probably missing some other weapons but if u search it thru console command, u should see 3 entries, for me, its the last one. You should get the reload animation of ' 'Heckler und Koch - MP4 Complex' ' Since you r using the animations of other MA, maybe its good to ask them for permission? Finally, u can do the same for first person view and other NPCs ... Oh wow, thank you so much! I was in the process of doing it but looks like you were faster. This will be a good reference point. :smile: Also the original R91 Expanded mod already included 1st person reload anims, so we're good in that department. As for the reload itself: I tested it and the animation looks to be fitting now. The bolt pulling is a bit off but eh, can't do much about it, unless I somehow manage to edit the animation itself. However, there is for some reason no reload sound in 3rd person. The magazine also completely dissapears when its pulled out and appears only when its put in, during the animation... Any ideas how could these two issues be fixed? EDIT: Also how would one add these animations to NPCs? I assume it's through adding the Synth and Human subgraphs in CK? Since the reload animation file was taken from the 'MP5' mod, the sound etc refers to that mod. If u unpack the reload animation to XML, u can see something like <hkobject> <hkparam name="time">0.03333333507180214</hkparam> <hkparam name="text">SoundPlay.WPNHuKMP5ClothStartReload</hkparam></hkobject><hkobject> <hkparam name="time">0.30000001192092896</hkparam> <hkparam name="text">SoundPlay.WPNHuKMP5BoltOpen</hkparam></hkobject><hkobject> <hkparam name="time">0.5333333611488342</hkparam> <hkparam name="text">SoundPlay.WPNHuKMP5ClothMagOut</hkparam></hkobject> under its annotation. Thus at specific time, respective sounds r played. So maybe the easier way is to include the 'MP5' mod as one of the masters or u can migrate all these 'Sound Descriptor' from the mod to ur mod ... As for the magazine issue, may have to check the R91 weapon nif, maybe there is a mismatched between the magazine naming in the nif and the 'magazine bone' in the animation file?(Updated: I take a look at the 'mp5' animation. After the first frame, the 'weapon bone' jumps to the chest of the character and that's y it appears "missing". Not sure y it works for the mp5 mod thou. ) If u look under human subgraphs additive, 'HumanRaceSubgraphDataAdditiveR91', the entry, 3d without any 'Actor Keyword', that will affect NPC. So modifying the reload will affect the NPC. The actor keyword , 'AnimArchtypePlayer' will affect the player as what I have done and 'AnimSynth' will affect Synth. Basically the most/best matching subgraph entry will be used. E.g I added the 'Anime91MOD' Target Keyword'. This keyword was added to the weapon and thus it has the new reload animation. If this keyword was removed from the weapon, it will use the default R91 reload animation instead ....
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