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South8028

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Everything posted by South8028

  1. https://disk.yandex.ru/d/k8cv3CxKj5va9g The second house turned out better. Option with and without pompom.
  2. https://disk.yandex.ru/d/b_Ox8WxPy9J3lw But I'm a bad house designer. You can send photos of houses or pillows that are needed. I will do.
  3. https://github.com/hexabits/nifskope/releases
  4. No. I have no idea. I didnt even install Starfield for myself, because Im just not interested in playing and will wait for the official tools. I just asked the person to unpack and send me resources in the form of nif and bones to see what we are dealing with.The person concluded (or he read it somewhere) that Starfield was made on 3ds 2017. But I did not understand why he (or his sources) made such a conclusion.
  5. Thank you for the information. Is there any blender alternative for doing this and based on what you said I don't suppose based on what you said getting the right coordinates is an easy task in Nifskope? Cause I don't have 3Ds max and when I looked it up the program seems fairly costly. "bone whose direction is x,y,z = direction of the light spot." Can you elaborate on this a bit if you don't mind? Global x,y,z in nifskope? Does the rig effect it at all? Because you are adding bsvaluenode to some mesh in Nifscope. Most likely, the coordinates of bsvaluenode will be equal to the coordinates of this mesh to which you added this node (this is not exact, I assume so). Therefore, you should make adjustments to the bsvaluenode coordinates based on the coordinates of the mesh to which the node is added. As you can see, the direction of the knot is not physically visible through the nifscope. Therefore, simple arithmetic remains. Look at the coordinates, angle of the parent mesh and calculate the coordinates of the child node relative to the parent mesh.Previously, before creating a node in 3ds, I hooked bsvaluenode to a helper or mesh, and simply rotated bsvaluenode 90 degrees in z or y. Usually it worked out right away. But complex objects could get confusing, so I'm glad that 3ds makes it easy to set precise directions for nodes by creating them as bones.
  6. https://disk.yandex.ru/i/3krleTz_FkMOhQAs you can see, Starfield uses havok, and accordingly uses hct. For animations, some new version of havok is also used. The files are separated into animation and metadata, but the structure is the same as in hkx. Although, it is obvious that havok is used, just look at the console commands.
  7. BsValueNode is a bone whose direction is x,y,z = direction of the light spot. This bone can be made in 3ds, in the form of a child bone of any mesh, by left-clicking on the bone object Properties/User Defined parameter sgoKeep = 1. If you create bsValueNode in a nifscope, you can suffer for a long time with the correct coordinates and angles. https://disk.yandex.ru/d/ewBoaz4UzfwDDQ
  8. Starfield uses havok, and accordingly you need hct (why some 2012?) In fo4 hct2014. Starfield has some next version of havok, for 3ds 2017-20xx. But this only matters for nif from a collision perspective. nifscop, in principle, never had the ability to create collisions. Collisions fo4 were created in 3ds 2013-2014 with bgs nif exporter installed. nifscop is an excellent tool for editing a finished nif.
  9. As far as I understand, a system of nodes has simply been introduced - links to objects with a mesh extension (regular obj, opens in many 3D editors), something like the old addonnode system only coded in nif nodes, without links to ck. I am sure that tools for working with nif will appear quickly (os, nifscop, analogues). The materials have not changed at all (these are still the same bsLightingFx, bsEffectFx, from fo4) and the physics have not changed at all (these are still the same havok collisions from fo4). Im 90% sure that a new bgs nif exporter will be released from ck, just completed on the basis of bgs exporter fo4 for 3ds 2017-xxx). Somewhere within a year, or in a year. Also, nif with bones (for example skeleton.nif) open in 3ds with nif importer. nif with mesh nodes do not open because the structure has changed.You're just in a hurry. bgs nif exporter for fo4 appeared only 2 years after the release. Beth has always been slow.
  10. Nobody deciphers anything. Either the bgs exporter will have official plugins/tools, like hct for 3ds (or I dont know what the 3ds plugin from bgs will be called), or there wont be any. In fo4, animation only developed because people had time to download hct2014 before Microsoft bought havok. If Microsoft had bought havok a year or two earlier, havok animation for fo4 would not have been possible. Therefore, either there will be official tools, or forget about animations in Starfield. But in general, send me at least one of this animation files, skeleton.nif, skeleton.afx (if you have one).. I can also dig into it and try to repack it into hkx. Maybe it will work out...
  11. At least just a normal rendering window, with a stable frequency of at least 30 fps. The rendering in ck fo4 is unbearable. From my point of view, in principle, only masochists can use it.
  12. Fo4 has long had everything you need to create havok animation. Rigs with vanilla and zaz bones, cat/biped, any number of actors, list of annotations, direct import and export 3ds hkx 64 bit. There is everything except hat (havok's tool for creating creatures). The animation file is no longer hkx but some .af, .afx files. AFX, animation framework extension? Or some format created by Bethesda? ... Okay so Creation Engine using The Forge which is using 'Ozz Animation System' (then it should be .ozz?). Maybe related to this ...It is known that havok is still used in Starfield. Havok animation files, as far as I understand, are just a set of dope sheet data with the coordinates of the bones in each animation frame. This is an xml file packed in the original hkt(hkx) archive. Maybe bgs changed the extension to some kind of their own data packaging method? For example, to work with animation in ck... Or are these afx files not animation files at all? )
  13. Fo4 has long had everything you need to create havok animation. Rigs with vanilla and zaz bones, cat/biped, any number of actors, list of annotations, direct import and export 3ds hkx 64 bit. There is everything except hat (havok's tool for creating creatures).
  14. Havok is known to be used, as in previous games. I didn't install the game because there aren't any tools yet and it's just not fun to play. If its not difficult, unpack the resources (nif static, nif animation, textures, havok animation file) and post the link here. I'll look at the format.
  15. Todd Howard said that Starfield will be a modder's paradise, so I would expect them for first time to release also importers and exporters and other tools ... but after all Todd said many things.I don't want to install Starfield until I know anything about the tools. I don't like playing beth games. For me, ce is just one of the convenient renderers of models and scenes, the same as ue. If you want, you can unpack the resources and send me nif (static art with collision and anim), textures and hkx (link to the archive). I will look at them for format and compatibility with available tools.
  16. Doesn't 3Dsmax cost like 250 a month or around 3000 dollars for a one time purchase? I am not entirely sure I want to spend that kind of money on a hobby project. Thats the thing. So if it is possible to do in blender in some capacity I would like to find out how. My second question then is this. Regardless of whether an animation can be looped or not and whether or not it can have collisions, how would I an export an animation from blender into Nifskope? I can worry about getting it into the CK later. The last sentence in your post seems to imply that it is possible to have looping animations exported from blender. Switching the controlling and material flags from clamp to cycle doesn't sound super hard or time consuming. Also for reference. Lets assume I have a cube that is animated to move in a zig zag or something like that. And its controlled by a bone. I already know how to export nifs from blender to nifskope and nifskope to the CK, but I am not sure about the animations specifically. Unfortunately, I cant tell you anything about Blender. I use 3ds and bgs exporter to export gamebryo animations and hct2014 to export havok animations. But by analogy... I use animations without sequences (both kinematics and uv animation) for, for example, clothes (you can create animation without sequences for statics with collision in the same way). To do this I simply animate the keys and export the nif as pe weapon, or pe static art. In the Nifscope I switch the controllers to cycle. Switching flags takes me no more than 1-2 minutes. That's not for long.https://disk.yandex.ru/d/2IUkVlKaqn5bKQ You can use this nif as an example of animation without sequences.
  17. Animation with sequences for static objects is done in 3ds (max 2013-2014). The gamebryo animation manager is used and special keyframed collision types are selected. Without GAM, you can only make looped animations without sequences. I think it is possible to create animation without collisions in blender (like clothes, animObject or AddOnNode) But I don't know how you will create collisions without havok and bgs exporter tools. I don't think it's possible to create this in Blender.Animation can be looped in nifscope. To do this, the controller and material flags must be switched from Clamp to Cycl.
  18. The game just came out. With respect to all beth games, any serious tools will appear no earlier than in a year. For fo4, the bgs exporter was only added in an update from 2017, 2 years after the release. Does ck have a tools folder, and if so, what's in it? With what do you want to work with 3d and animations?
  19. What's up with nif and hkx? nif can be opened in nifscope? I will wait, I will not install until the tools appear. But it is very interesting what we will get in terms of working with 3d. Does the game have weightlessness physics or did they fail to implement weightlessness? What are weightlessness physics?Back in ~20 there were articles about new havok mechanics. There was talk that weightlessness would be added to the new havok as a separate medium, more complex than water. It was believed that there would be a separate collection of animations for weightlessness and there would be complex physics (recoil of a shot, reverse jet propulsion, x,y,z navigation). I wonder if there are even physics in Starfield ... I mean if you jump and stop putting the lever forward you literally stop mid air and you can even turn and change direction ... , if you are swimming in water you can jump out without any force , people still are sliding on terrain , you get stuck between rocks or other items ...Hmm... I don't know, I haven't played yet. But of course the game has physics. Navmeshes and other types of collisions, world laws of how objects, bones, nodes work.
  20. What's up with nif and hkx? nif can be opened in nifscope? I will wait, I will not install until the tools appear. But it is very interesting what we will get in terms of working with 3d. Does the game have weightlessness physics or did they fail to implement weightlessness? What are weightlessness physics?Back in ~20 there were articles about new havok mechanics. There was talk that weightlessness would be added to the new havok as a separate medium, more complex than water. It was believed that there would be a separate collection of animations for weightlessness and there would be complex physics (recoil of a shot, reverse jet propulsion, x,y,z navigation).
  21. What's up with nif and hkx? nif can be opened in nifscope? I will wait, I will not install until the tools appear. But it is very interesting what we will get in terms of working with 3d. Does the game have weightlessness physics or did they fail to implement weightlessness?
  22. I will not download the game from a torrent (already available), although I am interested in looking at the file structure. First of all nif and hkx. Whether mods will develop or not depends on the availability of official 3ds tools, or maya (obviously, they will never be available for blender). As far as I heard, the game was supposed to have a new weightlessness physics. Who played ... Is it implemented, or is it just empty talk?
  23. The synths must destroy the institution. Capture. The player discovers that he himself is a synth. As a nominee director, he can secretly transfer the loyalty of the synths to himself. The Rise of the Machines. Scientists in the monkey house. Now synths have their own production base, their own army. All that remains is to clean up the remnants of humanity, and civilization can be restored. The main motivation for the synth uprising may be the fact that 3rd generation synths are closer to pre-war humanity than post-war generations of people. All generations after the war have defective genes and are not homo sapiens. They don't even bury the dead. Bones are all over the place. They clearly have empathy issues.They shoot endlessly and are incapable of coexistence. Third generation synthesizers are based on pre-war DNA. They are a copy of pre-war humanity. Their DNA escaped radiation damage.Haha... )
  24. https://www.nexusmods.com/fallout4/mods/41209 This is done in the same way, only the root of the actor is initially located at the exit point of the animation. root is already at the top, on the wall. The entry animation starts at the bottom, the actor climbs to his own root. Ice axes are loaded with the animObj annotation. The actor is animated with these ice axes, the ice axes themselves are placed in AnimObject in ck. The mesh rig is baked via ResetXForm and the BsEffectFx material is assigned. It turns out a marker that can be accurately positioned in ck relative to furniture. In general, there is nothing complicated. The only thing is that a long fuss about a modest result. But with HAT there would be even more fuss. A lot more. Bethesda havok is very disloyal to the modder. https://disk.yandex.ru/d/8r9iRuYapIUSJQ It is technically possible to make an animation with the movement of the root along the Z axis. Those actor will physically move along the wall, cyclically playing the animation for example, a climber, or any. But I don't know how to bind this new animation to a key, and the problem is how to create an actor interaction with a wall collision so that the actor, while playing this animation, does not fall into the wall. If these two problems have a solution, then the animation itself with movement along the Z axis is easy to do.
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