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ShadeAnimator

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Everything posted by ShadeAnimator

  1. Anyone knows if it is possible to reach xp32 nowadays? Forums say's he can't recieve any new messages.
  2. Same on my end. F4AK is updated, includes Biped and CAT rigs and some tools and a detailed guide in PDF Choose whichever you prever, and create great animations for Fallout 4. In the meantime, I'll probably get some rest and then get myself busy with extended skeleton.
  3. A little bit of progress on the Kit. After changing the max scene scale I wanted to import the skeleton from scratch, to make sure that everything matches in sizes. And I had to re-constraint everything. So instead I decided to write a script. https://youtu.be/48dgAsaLXlw And it appeared to be quite useful otherwise. It allows you to "connect" and "disconnect" skeletons to the control skeleton, which uses same namings but with some prefix. So you can have multiple rigs in the same scene, like both Biped and CAT and switch between them on the fly if you need to. For biped you might be limited a bit, by having to go to bind pose first and using "Keep Initial Offset" checkbox (not in the video, but added already). Or at least it may be useful to use the scene for modelling and skinning work, to be sure that the skeleton is in correct pose, you can just disconnect if from the rig, and it will go to it's default pose.
  4. The process for weapons animations should be very similar. I'll post more information if I ever get to that.
  5. I'm thinking about making extending skeleton. Like that xp32 did. But I need to know what is required in it. Obviously - butt and breast joints. Maybe tail. Maybe wings. What else? Also, anyone knowing anything about this - are there any limitations on joint count in Fallout 4? Other than "staying reasonable"? Because I can easily go with adding hundreeds of new joints, adding not just 2 bones for boobs, but like 10, to allow their deformations, etc.
  6. I didn't know how to use CK a week ago, you'll be fine haha. Just dedicate the weekend to watching a few videos on it I don't plan to. I already spend and am spending too much time on this than is healthy. My goal so far is not to create mods, but to research everything required to create working animation and rig files for modders to use, and share this information and files with community. I released my kit on nexus, just so it's there. As a description and guide. But i recommend downloading it from git, getting the newest version and all.
  7. I'm not yet sure how to export new skeletons, but I think it may be possible. I'm more worried about adding it in CK, because I don't know how to use it :D
  8. Hello, guys. I think I cracked Fallout 4 animations. Here's proof. Don't mind the animation, it's just bending of all bones in order, to check that everything is working. https://www.youtube.com/watch?v=rduBaB5M-SU And here is all the information I gathered so far. Including a link to the github repo with my scenes, presets, instructions and some tools. Enjoy, and join. It took me a while to gather everything and build the pipeline. So please, let's keep everything in one place, instead of copying this text somewhere to republish it, better make a link to this thread. Fallout 4 Animation Modding This thread is for modders and animators. It is here to discuss everything related to working with Fallout 4 animations. All tools and Guide is now located on nexus mods, in form of Fallout 4 Animation Kit. Fallout 4 Animation Kit (F4AK) >> Download << Finally, version 1.0.0. Guide is now in PDF format inside the Kit archive. 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.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.
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