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South8028

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Everything posted by South8028

  1. I don't know... Neither method works. Perhaps it was necessary to register animObj on NiStringExtraData and fully animate it. With bones, the animLoop sequence for the glowMap flash works, but the NiVisController doesn't work. I also tried WeaponFire. Probably none of the weapon annotations in animObject are working In general, there is no light. https://disk.yandex.ru/d/E3JUiAbYeum42A P.S. I checked. NiVisController works with NiStringExtraData. I'll have to redo all the animation for animObj with NiStringExtraData. If there is a Skin modifier, then nothing works except uv animation. I was confused by the fact that AutoPlay sequences work on objects with bones. In fact, the sequences work in this case exclusively with uv animation.
  2. 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?
  3. 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?
  4. 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?
  5. Unfortunately, cullBone does not work with animObject. Abstract "CullBone. name of the bone"? Did I understand correctly?
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. https://www.nexusmods.com/fallout4/mods/46356 https://www.nexusmods.com/fallout4/mods/43793
  16. By the way, the initial concept of Bethesda before the release had a large scope of the Institute. I don’t remember 2014 or 2013, the concept art album fo4 was released. I don't have it, but I watched a review on YouTube. Initially, in fo4, the Institute was supposed to become a much more powerful structure. The Institute was supposed to be in complete control of the Commonwealth and not go into hiding. The Institute had the Sky Hunter transport. Instead of Coursers there should have been Hunters with flying exoskeletons. Armed with sample capture nets and nerve agent gas. Judging by the drawings, Bethesda artists seemed to be inspired by the Blame! manga. Unfortunately, during the production of the game, insurmountable difficulties arose due to the deadline and weak havok capabilities. Thus the Institute was reduced from an evil robot empire to a small community of scientists.
  17. Your remark is unnecessary, since you will not be able to use this tunnel in your work. It is not compatible with vanilla models. I want to build this tunnel for my train. I have a model of an American diesel locomotive and in 3ds there is a controller that allows you to run this diesel locomotive along the same spline as the tunnel. If I put together a map with tunnels, stations and a diesel locomotive, then, naturally, I will share the models with you. But I don't know when this will happen because I'm in the process of moving to a new apartment.
  18. He acts as if he initially intends to replace all people with synths. He loves synths like his own children. From many of his monologues it becomes clear that he does not believe in humanity at all. Humanity, represented in fo4, has no future. For 200 years, people not only failed to create a primitive community similar to at least the Germanic communities of the 2nd-5th centuries, but did not even bother to bury bones in the areas in which they themselves live. I don't know what the BGS storyline was, but I see an irreversible DNA mutation. Synths based on pre-war DNA with the Father's point of view may be closer to pre-war humanity than mutants with radiation-damaged DNA.Possible theory...
  19. https://disk.yandex.ru/d/2SKS1aSWzDQ4Mg Here, look what I meant. Entrance and exit 90 degrees. You can export a tunnel of any length... It can be as long as the entire map of the Commonwealth. The smoother the arc, the better. The main thing is that the size of each mesh does not exceed 65k polygons. It is best to immediately draw up a map of the tunnel in the form of a spline and run the tunnel along the spline.
  20. With PathDeform you can apply multiple bends to a single object. For example, a tunnel may have a starting and ending angle of 90 degrees, but its middle section will be bent at an angle of 15 degrees. There will be a transition. You can create a long tunnel with the entrance and exit of a straight tunnel and bend it in an S shape in the middle. By controlling the percentages of the modifier, you can set the model input to the coordinates of the spline starting point. By initially setting a straight spline, you can accurately measure the length of the tunnel. Once you have created the curve, you can mirror the tunnel and assemble a model with the specified entry and exit angles. This far exceeds the capabilities of the Bend modifier.
  21. Not the usual way. But... I don't know if you still have 3ds or if you switched to blender... 3ds has a PathDeform modifier. It allows you to stretch any object onto a spline. Accordingly, you can see an example... A straight tunnel can be bent at any angle without deforming the meshes. What's interesting about this modifier is that it allows you to create a tunnel shape instantly. Simply by manipulating the spline, bending it and setting any percentages and angles you want, you can create a tunnel of any shape with any starting and ending angle. You only need one direct tunnel. After setting the form, bake it ResetXForm>CollapsTo. If a collision is attached to a model, it is deformed along with the model. https://disk.yandex.ru/d/v7KfA2O8S-vMfA
  22. No idea. I learned it here too. I don't remember from whom. Looks like it's from DiodLadder. About a year ago, he or someone else (unfortunately I don’t remember who it was) described that in this way he creates nodes for weapons using helpers. When I import nif into 3ds, all the bs specialized nodes open up as bones. I tried using bones using the same method. It worked.
  23. Bones as nif nodes are not used for the skin modifier. Bones are pointers for the havok engine to attach points to meshes, effects, sounds, etc. For example, I link a bone to the parent mesh, calling it AddOnNode 777. When exporting, the bone is converted to bsValueNode with index 777. Those are linked to nif addOn from ck with index 777. For example, a light spot from a flashlight. The direction of the bone indicates where the light from the flashlight is directed. All bones with the name of specialized nodes bgs are converted to these specialized nodes when exported. This function does not require any additional bgs tools. Accordingly, the physical coordinates of the bone work in world space, indicating the exact location of the mesh, or effect. https://disk.yandex.ru/d/ewBoaz4UzfwDDQ
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