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South8028

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Everything posted by South8028

  1. I don't know how to make a framework. They are just regular idle markers that are used for furniture. I have no idea how to adapt the universal action to game meshes of different sizes. All walls, fences and other obstacles in the game are different and not unified in size. The maximum that came to my mind was to make such markers and place them in some places on the map. I wish it was like in GTA. So that the actor could pull himself up anywhere and climb the roof / fence, or slide down the wire, catching a rifle, and so on. But Zorkaz has rightly pointed out that it will take months to manually place markers on all locations.
  2. This turns out to be a collision effect on the camera. On an object with one collision, there is no such problem. Those collisions around the object after elrich don't match what you see in ck on f4, or do in 3ds. The collision has an invisible plane (floor) and this plane goes beyond the object. When the camera crosses this plane, it dives into the collision. I tried all sorts of objects and everywhere there is an invisible plane that does not interact with the actor, but the camera reacts. Maybe someone will come in handy if someone encounters this oddity havok.
  3. It's probably difficult. Most likely the hairstyles use cloth physics and are made in the same way as long skirts. Try asking this guy. https://www.nexusmods.com/fallout4/mods/73092 Best of all, write to him at ll. This is the author of zaz and fg. He also knows everything about bone_cloth physics. But not the fact that he will answer you. https://www.loverslab.com/profile/1000521-thebottomhoodofsteel/ But if you need a hairstyle without physics, then this is very easy to do. They are just regular meshes with an alpha channel.
  4. Hmm... Faced a strange error. At marker 512, at the border of cells 256/256, the camera dives into the wall. This happens regardless of the location of the camera. What could it be? https://youtu.be/sD1WCOKq9SE
  5. I thought that it was quite possible to do without a hat. With the help of annotations. In havok, you can run annotations tied to the root in the Dope Sheet. This allows you to probably do whatever you want with actors and objects. I haven't tried many annotations yet. But, for example, animObj allows you to draw any static and even animated objects from under havok. For example, these ice axes are in the hands of an actor. This is interesting because objects can be loaded with the animObjLoad annotation and unloaded with animObjUnequip in any quantity and at any speed. I haven't tried it yet, but in theory objects can be static (as long as they are animated in sync with the actor's bones). Those in theory can do without HAT.You can run gamebryo and havok objects synchronously and provide switching between pseudo-sequences (switchable by animObj annotations). One difficulty, you need to animate the game statics in sync with the havok animation. Or import a gamebryo object and animate the rig in sync with that gamebryo animation. I will soon make such an object and will be able to describe the process in detail.
  6. In reality, it's exactly the same. Sounds are the sounds of waves colliding with the shore. The open sea is quiet and no waves are heard.
  7. Yes, you can jump. (You can even fly, I have already done the flight, but at a fixed height. I don't know yet how to control movement along the Z axis.) But it probably won't look good. All obstacles are different, and all of them must be overcome by the actor in different ways. I want to make a small library of fixed size animations for different ways of parkour. For example, at a low height, the actor can simply jump and pull himself up. And at high altitude, you can already do different ways. For example, an actor throws a cable with a hook and climbs along the cable. Or using ice axes. Or something else. In general, it probably makes sense to import the most common meshes of buildings, fences, etc. from the map and animate acrobatics on these meshes.If I'm not mistaken, in GTA such acts are implemented in a similar way. Only there meshes immediately act as activators for animations.
  8. Thank you. Yes, now, with havok, there are many more possibilities to create animation. Although I'm still just learning how to animate a person. Mechanisms are much easier to animate. But, markers are unlikely to take much time. They can be made in any shape for any event and with any animation with root movement. Many games do the same. Although, if you know another way to start animations, then I'm all for it. In general, it annoys me in the game that any fence and height is an insurmountable obstacle.
  9. In general, a good idea... Make a lot of universal markers for different actions with standard sizes 128, 256, 512, 1024, etc. Jump from roof to roof, climb poles, climb a rope, do parkour and so on. How to mark markers on the map so that they are not conspicuous, and what actions would be interesting for the Commonwealth map? I think it is necessary to finally realize the overcoming of fences and various obstacles. What other animations make sense?
  10. look in mixamo for walking animation. If you like a particular animation, then I can import, edit the root offset so the actor can move, and export the animation back to hkx. But can you insert those hkx into ck for your character yourself? Because I don't want to mess around with character creation. I can only do animation. https://disk.yandex.ru/d/ooAMCvmepBo69Q
  11. Don't know. I can only suggest material settings for statics and actors. Sorry.
  12. What kind of transparency is required? If you want to create a "glass" (translucent object) with the bsLightingFx material, use the Transform_changed parameter in the material settings, in nif. The dxt5 texture is used, where the alpha channel controls the transparency of the object. For real glass (effects, rays, traces) Bethesda uses a different bsEffectFx material. All materials with textures can be directly in nif, or rendered in bgem/bgsm for flexibility and variability. To set up materials in nif you need to use nifscope accordingly.In general, you need to find a ready-made example (nif/materials) and copy the settings to your nif/materials.
  13. If it's fake hands and those hands aren't functional... You either need to duplicate the weights (bone skins) from the real hands to the fake hands (they'll copy the animations of the real hands, miss objects and add even more fo4 idiocy than it already has). .. Or just paint them red in the area of ​​the bones where they will not interfere with the animations of real hands (they should probably be higher than real hands). If they are functional hands, they will need a separate race, and a set of their own idle animations (hkx). In general, this is real, but in the second case it is a job for a studio that bethesda will hire to produce a package of components for a new four-armed race.
  14. Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>?Thanks again. I've been experimenting (so far only um... With sex animations because it's fun). I was able to keep three actors in sync using the syncIdleStart.idle annotation. hkx with this annotation in the first frame automatically starts the rest of the hkx specified in this annotation. You can animate any crowd that will perform actions synchronously. For example, dancing, walking dodging each other, performing advanced fights in the style of the Matrix. ) I think it is possible to make, for example, furniture with a bunch of jobs, and all the actors will work collectively, or spend their leisure time.https://disk.yandex.ru/i/SehbkStj2rDIUw
  15. Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>? The annotations are contained in the hkx itself in the Note attached to the Root in the Dope Sheet.I only experimented with AnimObj. This equips the actor, which plays hkx with any object in ck's AnimObject list. Under than any object literally. If nif contains NiStringExtraData (PRN name) with the name of the bone, then it can be static, animation, furniture, whatever. In vanilla, these are basically various items in the hands of the actors. For example, a cleaner's mop. But the annotation allows you to load and unload any number of objects (but not with an interval longer than 20 frames, otherwise the objects freeze for some reason). Synchronization can be used for scenes of interaction between actors (you can not even talk about sex animation). ) For example, a scene where actors communicate, pass objects to each other, fight synchronously, etc.Judging by the number of annotations that you sent me, you can literally do anything, because from under hkx you can control all the events and objects in the game. hkx - in itself, it is the basis for controlling the behavior of everyone and everything in ce. You just need to understand what exactly each annotation is for. Thank you very much again. I didn't even expect anyone to have the luxury of this list.
  16. Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations.
  17. Shadeanimator wrote that vanilla annotations exist to synchronize a group of actors on the first frame. This means that if a group of characters plays different animations, but they have an annotation for synchronization in the first frame, then these animations are played synchronously, interaction is performed. In what vanilla hkx do you think we should look for examples of this annotation? What other annotations have you found? I only know annotations: SoundPlay.xxx (plays a sound from the list of descriptors), AnimObj (Load, Draw,Unequip) draws any object from the AnimObj list of the actor (for example, a mop in the hands of cleaners, or gas welding, or anything, even animated objects gamebryo). faceemotion. AnimFaceArchetypeXXX (draws the actor's facial expression). What other annotations are there? Do you have a list of annotations?
  18. You haven't provided any information on which to base your answer. Did you animate the model in 3ds 2013 and use gamebryo animation manager from bgs exporter? Or otherwise?
  19. I don't remember what settings I've used at import. It's interesting though that the parts of the mesh that were imported (e.g.: the base console panel) are totally fine. It's my custom backside that's causing problems. Believe it or not, that's already perspective view, although I agree it doesn't particularly look like it. As an aside; it should actually show the UI elements for view and rendering settings for the viewport in the left upper corner, but for some reason Max doesn't particularly like Ryzen APUs (at least not with the current rendering engine; you can choose directX but that doesn't work all too well with Beth's 3ds Max plugins last I checked). Maybe your normals are turned inside out? Check it and if it's inverted, apply the Normal modifier.
  20. I dont know for sure, but look in nifscop to see if the Vertex Color flag is set in the material settings (in the nif importer plugins, when importing nif from the game, you need to remove this flag (it is exclusively for ck markers). If there is such a flag, turn it off.
  21. Thank you. I've never been interested in perks before, I don't even know where to look for them in ck?
  22. I want to make a special lift cat (who remembers the old Lexx series and Kai's weapons?) that will fire from a device on the arm and lift the character to roofs or any surfaces. To implement this, I need to create markers for animation. But it is necessary to come up with something so that the player can aim at the markers at a great distance. Those, in order to play the animation of the "shot" of the cable (AnimObj equipped with the havok annotation), I need to "use furniture", more precisely an invisible marker placed on the roof for example. So that I can press "E" and the sequence of entry and exit animations throws me onto that rooftop. Is there a way to set the hover distance for markers?
  23. In general, I figured it out ... Maybe someone will come in handy. It is done elementarily. All items are selected. The entire rig is cloned, except for frozen meshes. Cloning automatically adds a prefix to everything. The new copied rig is set to coordinates 0.0.0. Next.. nif's: body, arms, head are imported directly from the game from the folder with the actor. Meshes are already skinned and are automatically connected to the selected rig. The only point ... To avoid confusion, it is better to place absolutely everything (not just bones) in a container in advance. You will get 2 containers with all child objects and skin. Thus, anything can be connected to the rig (or copy rig). By copying the bones to os, or simply painting the desired bone with red (for example, to connect an AnimObj called by an annotation, or equipped as clothes, for animation). It is enough to simply import nif in the scene with rig, and an object that has a similar bone will automatically be connected and ready for animation.
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