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South8028

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Everything posted by South8028

  1. do i have to remove the other plugin before installing ?Also it goes and creates a new folder under 2013 (also warns me about not finding 2013 when installing). I went and directed to that folder from 3dsmax as the readme suggests but i still dont see it... Question is there any way to find the collision group utility ? edit... Kinggath in his tutorial also mention that we need to use the gambryo and not netimmerse to export...but i dont have the gambryo option... There are no custom plugins that support collision. People tried to make them, but I read in the comments that collisions don't work. I'll ask the guy at ll tomorrow who has 3ds 2014 with bgs exporter about how he installed it. I have 3ds 2013 so I don't know how to do it. I dont know if he will answer me tomorrow, or when he reads my question in PM. The bgs exporter has all the tools to create all types of collisions. Also, there is a gamebryo animation manager. In addition to the bgs exporter, you may need a nif importer. It is in the f4ak package on the nexus (I have already written about it many times). Also, for the bgs nif exporter to work properly, you will then need dds fixes and set up shaders in 3ds. thanks for taking the time...So far ive been doing it the hard way by making scols with imported models using the CK objects for collision and them making them invisible in nifskope... but i feel i can do so much more if i could have proper collision.. Im also aware of the fact that collision generation in 3ds needs materials to be assigned first. I think my issue is the plugin not having "collision: selected in the export and maybe the version of nif exporter im using....(though i did see another tutorial that used the netimmerse plugin... and had the collision box active but it was the 3.7.0.2 version exporter and im using the 3.8.0.0 yes, i'll text you when i contact this guy with 3ds 2014. The bottom line is that without bgs exporter you can't do anything but clothes. With later versions, you can animate bones in havok with hct2014, but static is closed to you. I came across a nif plugin even for 3ds 2021. But people wrote that collisions are dead everywhere.
  2. do i have to remove the other plugin before installing ?Also it goes and creates a new folder under 2013 (also warns me about not finding 2013 when installing). I went and directed to that folder from 3dsmax as the readme suggests but i still dont see it... Question is there any way to find the collision group utility ? edit... Kinggath in his tutorial also mention that we need to use the gambryo and not netimmerse to export...but i dont have the gambryo option... There are no custom plugins that support collision. People tried to make them, but I read in the comments that collisions don't work. I'll ask the guy at ll tomorrow who has 3ds 2014 with bgs exporter about how he installed it. I have 3ds 2013 so I don't know how to do it. I dont know if he will answer me tomorrow, or when he reads my question in PM. The bgs exporter has all the tools to create all types of collisions. Also, there is a gamebryo animation manager. In addition to the bgs exporter, you may need a nif importer. It is in the f4ak package on the nexus (I have already written about it many times). Also, for the bgs nif exporter to work properly, you will then need dds fixes and set up shaders in 3ds.
  3. If you have max 2014 then you can use the bgs exporter that comes with ck. It works with 3ds 2013 and 2014 too. With bgs exporter you can do much more for fo4.
  4. Workshop panels, doors, ceilings, lighting, models. Not very lore friendly. bs connect points are compatible with workshop rearranged. Screenshots are in CK; how to add sound descriptors, light, addonnode.I have accumulated more than 1k models, but I'm too lazy to make a building mod. Long and ridiculous fuss with scripts. If someone needs something ... Animated mechanisms, building elements, drones, etc., write. https://www.nexusmods.com/fallout4/mods/67536
  5. thanks, I know how to do it in the console. This can even be done directly in hkx by creating a tag with a facial expression (how this is implemented, for example, in sc sex animations, descriptions are in the f4ak manual). I talked about the game mechanics of facial morphs in nif, tri and managing the bones of the face. I know that people who tried to create a new head for fo4 (for example, to migrate the neck seam) were not able to correctly transfer the facial morphs. For this reason, we still use a vanilla low poly head with a separate nape mesh and a low poly and poorly placed neck seam.I spoke about the desire to find such manuals. Mixamo animations have long been (about 3 years ago) exported in havok, to fo4. I don't know where to find them now, maybe on the nexus. I have them all, ~2k animations. Many mixamo animations are much better than vanilla animations. I like them very much.
  6. https://www.nexusmods.com/fallout4/mods/66047 in the looks menu, this is probably difficult to implement. But there are ready-made eye sliders in sam. I don't know for sure, but most likely the eye morphs will work until you reload the level, or reset the mfg in the slm player, or the morph tag in the animations. For example, many mixamo animations reset facial expressions to neutral. Once I wanted to make a new head for a custom body, but I could not find any manuals on this topic. Therefore, I do not know how the bones of facial morphs, mfg, eyes, mouth, etc. are implemented.
  7. https://www.nexusmods.com/fallout4/mods/66047 More recently discussed in the topic below. This thing works like an animation framework, launching playidle from its own menu. It's probably not hard to add new animation packages.
  8. Sorry, I don't know for sure, maybe there is a plug-in for gimp with the intel texture works format. I don't have a plugin for gimp, I didn't have one before. I use potoshop with nvidea and intel texture works plugins. Above, I listed the vanilla fo4 formats for you. Any editor capable of exporting textures to these formats will be ok. nvidea dxt formats are used for D. S and N use intel texture works bs5 format.
  9. There are no bones in the image. These are "handles". "Handles" in a rig are meshes or dummys attached to an IK (inverse kinematics control point that links the bones in reverse order of the hierarchy). This is done to make animation easier. This is about the same as the "fork" of the puppet. By grasping a "handle" such as a hand, you can control a whole garland of hand bones. There is no need to animate each bone individually. Inverse kinematics makes character animation mechanics relatively easy.
  10. I've got ashamed. You overestimate me. I didn't do anything difficult. About the wrist. In my opinion it doesn't matter at all. There is no difference between a straight and triangular wrist if the seams fit properly. But making a straight wrist is not difficult. You just have to make separate hands that are not compatible with cbbe and fg. There is no difference between fg 1.45 and 1.75, except for the cbp of the chest and abdomen bones. 1.75 added cbp bones instead of animated chest bones and added animated belly bones. Mesh 1.45 and 1.75 are the same. I already wrote that "I like" shoulders in fg. cbbe has bad shoulders, but fg has terrible shoulders. ) Raising the fold in the hip (making it more human) is impossible. To do this, you will need to insert into the skeleton separate bones for the pelvis, violating the vanilla hierarchy. This will break all animations. Beth refused to make a separate gender skeleton like in Skyrim. The skeleton in fo4 is not originally designed for gender troubles. So real female bodies will never appear in fo4. Unfortunately. )When the arms are raised, all meshes experience deformations of the shoulders due to incorrect animation. The fg rigs have special shoulder "handles" for this kind of animation, but the animators don't use those handles (the cbbe rig has them too, but they're worse). The animators simply raise their arms up without paying attention to the bones of the shoulders. I myself did not immediately discover this moment and did the first animations illiterately. Then I discovered that the shoulders can be straightened after raising the arms. But existing animations cannot be fixed. https://disk.yandex.ru/a/3Ol26OuwEcXwvA
  11. gimp does not have plugins for fo4. For statics, the format is not very critical, but for characters it is critical. Body texture formats: D - nvidea dxt1, N,S - Intel Texture Works bs5. Texture S must have vanilla dimensions, or absolutely all textures must be replaced with hdr. Vanilla textures of the face and hands for some reason initially: face - dxt5, hands - dxt3. But with the right N and S textures, dxt1 can be used. BS7 with hdr body textures also causes a brown face error, so bs7 is contraindicated.
  12. hands from cbbe should be. I don't see any seams. Maybe I forgot to put my hands in the archive? The whole body is sculpted in cbbe shape because it is the dress standard. Fg is also maximally unified with cbbe. Only the position of the knee and legs differs. The author had to make this change instead of adding a morph. Because the authors of cbbe are rumored to be very harmful. They are difficult to negotiate with if you want to use the cbbe form in zero sliders. I experimented with the shoulder. I tried to redo the edges, changed the vector, added and removed vertices. No difference. I think the reason for the bad shoulder is not the mesh, but the wrong position of the rig vertices when skinning in zero position. You need to completely redo the weights of the hands. Skinning should be done in a position with the arms raised as high as possible. Above shoulders. Then transfer these weights to vanilla.
  13. If you downloaded it I will remove the links because TheBottomhoodofSteel by zaz gets really mad when his bones are used in conjunction with a knee fix. I welded the cbbe and fg vertices in 3ds max, uv aligned to the cbbe unvrap uvw texture. I collected the bones in nifscop, copied the weights in os. All weights from cbbe. Weights cbp, respectively from fg. Yes, one person is currently working on a free body with cbp zaz weights. TheBottomhoodofSteel allows him to use his bones. When he finishes, I don't know. He posts sketches (pre-mesh) of the body for discussion and criticism. I use this chimera because fg has a shoulder problem in the animations (animations deform the shoulders) and cbbe has a butt problem (buttock deformity). I don't know if these bones work well or badly in sam. I put the last zaz, then returned my skeleton and did not find any differences. The author sam could not explain to me exactly why zaz with offset nodes is needed and I returned my skeleton.
  14. I am using a clone of cbbe and fg. I sewed fg's ass to cbbe's torso (fg has the wrong shoulder mesh, the rib loops are parallel to the bones and the mesh is deformed with small shoulders). I corrected the uv according to the cbbe texture. The skeleton I use is prefabricated from different bones. There is a knee fix cbbe and cbp bones from zaz. Morphs from cbbe and fg and custom. https://youtu.be/X8GyerIsLXA But I am waiting for a new body, which a person with ll should finish soon. Hope it fixes the shoulder issues. Because the fg and cbbe shoulders are terrible. Wrong mesh and wrong skinning done.
  15. https://www.nexusmods.com/fallout4/mods/66047I used the camera along with this thing. There are a lot of settings there. pageUp +fps, pageDown -fps. I did not see the function in the descriptions, I accidentally stumbled upon it. Probably, not just the speed of animations changes, but directly fps, because even physics slows down. This camera didnt work for me, because it cant be turned off in the slm player, so the camera interferes with customizing the character in the game. But, if you don't use the looks menu, then this camera is great.
  16. https://www.nexusmods.com/fallout4/mods/9424 I use it. Mouse in console on the item. END - turn off physics. HOME - enable physics.
  17. There is a Scooter mod that slows down time when aiming. But, most likely, you need a fly camera mod. http://enbseries.enbdev.com/forum/viewtopic.php?t=5386 The fly camera literally controls the speed of all animations in the game. You can gather groups for shootouts and shoot all the shootouts in slow motion. In addition, the fly camera can change fov and rotation axis.
  18. This is a free model that I exported to nif. There are many free models of armored vehicles on the network. But most high-quality models are high-poly.
  19. The blender is not suitable for fo4. Exclusively 3ds 2013/2014. But with 3ds it's no problem to create anything for fo4. 3ds requires the bgs exporter plugin. It comes with ck and is contained in the tools folder. For import, - nif importer. It is contained in the f4ak package (available on the nexus).
  20. built into nif. The collision type is assigned in 3ds (probably you can change it in nifscop, but I don't know how). There are a lot of collisions. They differ in the type of havok physics and materials. Curiously, from the point of view of bgs, even navmesh is a type of collision, although the tool for creating navmesh is in ck. https://disk.yandex.ru/a/QXyvaj4NCNaxkQ
  21. https://disk.yandex.ru/a/BuCIl6c1Q3oLLQ https://disk.yandex.ru/d/bAyK5CORXPoe6w
  22. I'd like to make a model of the exoskeleton from Edge of Tomorrow. If anyone can find or draw projections, I will. I can animate clothing mechanisms. Simulate the work of hydraulics, attachments / weapons. I don't like power armor in Fallout. It looks cartoonish and unrealistic. In general, I'm looking for projections of the exoskeleton from "Edge of Tomorrow".
  23. Why is paper needed? In Glowing Sea, a pile of burnt trees has been standing for 200 years. It is enough to cut the branches and you will get stylus for analog galaxy note's scattered in trash heaps.
  24. I wonder if it's possible to make a trap with a simple sequence? For example, a special floor with a hidden guide, from which a circular circle pops out, sawing npc? Or laser grids sawing npc like in resident evil? Technically, I can make such nif's, but I don't know exactly how they are integrated into ck. Can try to create traps in the form of creatures. With bones and havok behavior. But, too much fuss for a modest result. It would be desirable to be limited to gamebryo. Plugins have a "Trap" collision type. I would like to understand exactly how this collision interacts with physics in the game and what else such a trap needs in ck.
  25. https://www.nexusmods.com/fallout4/mods/16181 in this mod, objects have the largest interaction bs conect point's. 40-100 points per object. They, respectively, interact with all points in the game in all mods and vanilla. On my models, I copy points from these floors, walls, foundations, etc. All points must necessarily have opposite vectors along the docking axes. In principle, it makes sense to create universal blanks for objects of various sizes, shapes and purposes.
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