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GanerShotz

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  1. Hello, Are there any modders here with skills in nifskope and mesh placement? I am having issues where I import a mesh into 3dsmax, for example.. let's say a bottle. I attach the mesh to the hand and it all looks great in 3dsmax. Now, When I play the animation in game, the bottle will be 5 inches from the hand, or above the hand etc and the rotation is out as well. There are two ways I can fix this, the first is by pain stakingly rotating and moving the mesh in 3dsmax and trying each variation until it connects to the hand properly in game, while the second is the same rotating and moving process but of the mesh in nifskope instead, or both. The problem with these approaches is that it makes animating with meshes incredibly time consuming when the mesh in game should match what is shown in 3dsmax by default, I would have hoped?? This is leads me to believe that there is a default and correct starting position of a mesh in nifskope, perhaps on the lines or beneath them or slightly above, I don't know. Is anyone able to tell me how I can get a meshes position to be both accurate in 3dsmax as well as in nifskope. To give you a better example this is what I mean. https://ibb.co/dcgrPdB As you can see, I have to move the meshes in nifskope to bizarre positions (the bottle) and as well weird positions in 3dsmax (the gun) just so they look correct in game. I need to know why this happens as it's making an hours work into about 6. Thank you! There is obviously a reason why this isn't straight forward because the fallout animators would not have animated in this stupid and time consusming way!
  2. Hey all, As I'm sure many of you know, there are a number of animation kits out there for FO4 which allow you to convert the .hkx animations into working fbx files for 3dsmax. I see fo76 uses the same .hkx files for the animations, but as guessed, they are not converting in the fo4 animation kit and tools. Is anyone working on this at the moment, or am I right in thinking that it's not really worth anyone's time? (which is understandable). Cheers
  3. Hi all, I'm looking to create some Fallout machinimas and progress is steady but there. Does anyone know how to go about achieving this kind of thing? I'm looking for information on how to get a weapon to fire WITHIN a play.idle animation. I mostly have every other step down but I can't get a weapon to fire even with annotations.(That being said I haven't imported any weapon NIFs into the scene in max) This is what I'm trying to create. https://youtu.be/ZiZpECM9_OM I've got animated cameras, animobjects and movement animations down but I have no idea on how to make the weapon fire with a custom animation. I DONT WANT to press the mouse button to fire as I am using an animated camera on a playidle animation and thus have no control of the firing. Does anyone know what I'm on about? Thanks for your time.
  4. Watch one of the videos on "animated camera tutorial" by davethedrunk. Near the end of the video he copies his hkx file into the correct location and then uses the creation kit to correctly link the animation to the game, so you can test the animation. But basically you copy the new animation file to the data/meshes/actor/new folder for custom animations in your fallout 4 directory. Load up creation kit, file, data, choose Dave's poses (install this) as the data file then go to gameplay, animations, try and find raider behaviour root in the drop-down menus, click that, scroll down to LOOSE, right click any animation and click add sibling, add your ID (what to type in the console for example wheelchair so it'll be playidle.wheelchair) then the next option is dynamic activation and then close, save it to a new .esp file to load with a mod manager. And it should work when using the playidle command. Do watch the video first though as I am writing this from memory. His videos are great and helpful so you should be able to figure it out. I hope this helps!
  5. Hi all, I'm currently using 3dsMAX 2015 with the HAVOK tools to import and export Fallout 4 .hkx animation files to play in game, and more specifically animating the camera to create cinematic movement in game. Now, I have managed this and created a path for the camera in 3dsmax and it does play in game but it seems that it does not follow the path that it is meant to, the one that the camera example shows in 3dsmax. Is there any reason as to why this is happening? Could I be missing something simple that would stop the camera from lagging behind the character? There have been a number of people on youtube who have achieved this without any issue so it must be fairly easy. But they are extremely hard to get hold of to ask directly. â Here is a video to help explain what I mean. The camera doesnt follow the person exactly and they go out of frame. I think the camera IS doing what it is meant to, but the person still goes out of frame so maybe the walking movement is the issue. Any ideas? â https://www.youtube.com/watch?v=b8wcuUh3xoU
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