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South8028

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  1. Don't know. The problem is that I didn't make this weapon. I don't know the nuances. I tried using cullBone with a different camera model to show/hide the flash grid. In the end it didn't work and I just animated the flash in sync with the havoc animation using auto loop sequences. I'll try your annotation. Also, it would be possible to hide and show the lights as Chuck suggested, using the NiBoolInterpolator (that is, if I show and hide the AddonNode bone on the visibility track in Dope Sheet)... But I don't know how the engine handles bsValueNode . In principle, you can try to make a camera - a weapon. Take exciting screenshots?
  2. https://disk.yandex.ru/d/Nvvagns4P62zSw I made a slightly detailed model of ProSnab. ~1000 parts. For animation of an actor-photographer. I need to implement flush. The flash itself is easy to animate. But I don't know how to disable bsValueNode. So that there is not just a uv animation of GlowMap, but real light. Does anyone have any idea?
  3. If you can avoid updating, avoid updating. As far as I understand, this cannot be called an update. This is just another useless patch that won't do anything useful other than take out f4se. Of all the additions to the engine libraries, only support for wide-format monitors is implemented. But modders have been implementing this support without bgs for a hundred years now. There are no really necessary updates. No rtx support, no trace error fixes for reflex refraction shaders. Why the hell does anyone need this update then?
  4. Unfortunately, cullBone does not work with animObject. Abstract "CullBone. name of the bone"? Did I understand correctly?
  5. I didn't like the details of the characters a little. They are scenically groomed. They all look like they're taking part in a post-apocalypse in between pedicures and hair treatments.But overall everything is ok. Not a bad show at all.
  6. It is a fact. In 1981-1985, the USSR ranked first in the world in social security of the population. Medicine, utilities, organization of leisure and work for citizens, housing... Those who witnessed those years are still nostalgic. As an example... In 1984, a tourist tour by boat from Moscow to Astarakhan for a child cost 36 rubles (~$40). Including meals, tourist trips in all cities along the route, and leisure activities for children. Now a tour on the same ship along the same route costs ~200k rubles (~$2200), excluding age. Contrary to propaganda, life in the USSR until the mid-80s was much better than in the West. But ~ since 1986 there has been a collapse. The real dystopia was ~ from 88 to 99. There was total anarchy and banditry.
  7. Wow! Great information. Don't have a list of annotations with explanations? I know a limited number of annotations... These are SoundPlay, FaceEmotion, AnimObjLoad/Draw. But I know that there are a lot of annotations in havok. I have a list of several dozen annotations, but I don't know how to use them all. https://disk.yandex.ru/d/th8tI0jnFwF6-g
  8. Thank you so much, Chuck. Excellent explanation. This is a complete manual, I am sure that I can do everything according to such a detailed lesson. I am very glad for your participation. I remember seeing your jukebox mod for the first time a long time ago. I was amazed at the complexity of your work. You are one of those people who made me want to master 3D in fo4 and you continue to be an example for me.
  9. I'll try niVisController. For me, working with nif is probably easier than dealing with a script. I didn't understand the explanation very well... It would be great to find nif with an example. What I need to achieve is switching the furniture to an invisible state in the Havok Entrance animation. Because using animObj is much more versatile than looking for ways to animate furniture specifically. The furniture is ordinary static, which is replaced upon Login by animObj. Collision is not an issue for havok animations. For both the actor and animObject, there are no collisions while the animation is playing. The only collision that interacts with the actor in animation is the Z axis. The actor will simply ignore the invisible object.This has been verified experimentally. Anyway... Thank you Chuck. I hope you will continue to create mods and find advanced solutions. I don't do mods. More precisely, I have a lot of models and animations, but it’s all just a bunch of models and animations that are not thematically related. I just love working in 3D, not at all professionally and solely for the sake of passing time.
  10. There are no restrictions on the number of static objects. It’s easy to remove the construction limit and build indefinitely. There is a limit on the number of activators (I don’t know what). The renderer has a technology that combines meshes and textures of cloned objects into one object. Accordingly, the processing of the same multiplied building element occurs faster than several elements. A building built from 3 building elements (foundation, wall, floor) of huge size requires less calculations than a building built from 100 building elements of small size.
  11. Hi Chuck. Have you found a way to run gamebryo sequences for furniture? I'm trying to find a simple way. Any sequence that switches furniture into an invisible state. For example, switching uv animation to the alpha channel. Then it would be possible to replace the furniture with an animObject... The actor uses the furniture > the furniture becomes invisible > the havok annotation launches an animObject as a model of the same furniture, but animated. I wonder if it is possible to somehow trigger a furniture sequence using the havok annotation? https://disk.yandex.ru/i/RtbZHrHogMBe2w Here I used the sequence from extractorchair. But unfortunately, the sequence is rendered exclusively in 1st person and does not work correctly. If there is a Done tag, the sequence is not looped. If there is no tag, the sequence loops forever.
  12. It's better to completely redo the animation. Weapon animations are probably not difficult. I find that any animation that doesn't involve physical movement of the actor is easier to redo than trying to edit vanilla. From a kinematics point of view, the most complex animation is character movement (gait, running, dancing, etc.). The rest of the animations are easier to do again.
  13. Is the second graph an imported animation? Why did he become like this? I have not checked the graphs of the imported animation; when exporting, I use a regular sinusoid graph. The accuracy in the game is always absolute, given that I successfully synchronize the havok and gamebryo objects. It is worth understanding that with spline graphics there is always a default loss of precision, not only for havok animation, but for any animation. After the spline, the animation always has to be adjusted manually. Spline is basically stupid by default.
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