devinpatterson Posted June 10, 2013 Share Posted June 10, 2013 I didnt see anything in your previous post about NiControllers :whistling: Huh? How else are they animated on weapons (and other nif's that aren't rigged or keyframe)??? Kind of thought that was assumed, unless you have a magic way, all your own, of doing it. Well If you know how to create animations for vegas then you may as well just create custom anims for the whole thing which solves the speed loader issue. The only thing I can suggest otherwise is using the little meter thing that turns when you fire the railway rifle but that wont be perfect either and will stop the hammer animating. No I don't, just a thought about copying the whole block for the cylinder and everything related. Nor would I claim it is the best method, but it does mean only one animation (the cylinder), which seems to me the easiest so far. Don't get me wrong if you have a better/easier way I'm all for it. I respect your opinion on the matter and I'm not too concerned with who comes up with the idea or even how it's done per se. Link to comment Share on other sites More sharing options...
scottmack Posted June 10, 2013 Share Posted June 10, 2013 Well seeing as you said other than keyframes I suppose I cant answer that question.If you mean copying the animations and renaming them to replace a 2 hand anim then Its been tried and doesnt work i think. If someone did get it working then the revolver rifle would need a pistol grip else your hand would go from holding the stock to holding thin air where a pistol grip should be. At least I believe that the animation also includes how you hold the weapon. Link to comment Share on other sites More sharing options...
devinpatterson Posted June 10, 2013 Share Posted June 10, 2013 If you mean copying the animations and renaming them to replace a 2 hand anim then Its been tried and doesnt work i think. You want to move away from the charactdr animations, the strength of this idea is we don't have to touch those. Other than a minor alteration with the speedloader as ammo instead of a shell (ie new ammo, speedloader nif, same animation). What I'm thinking (and you may know more about this than I), is from a discussion I had with AG (Apocalyptic Girl) on the mars mod ( where she was making some custom weapons for us). Long story short (IIRC) she doesn't use blender at all, just nifskope and would simply copy some blocks she wanted from one weapon to another. And I get that. I don't use nifskope much, 90% it's blender, but blender does mash animations and special effects at times. Some of them just won't export properly regardless of the settings and you just have to go to the original donor nif and transplant some blocks. It's typically fine with rigged models, animated nifs and statics most of the time, but when it fails you just don't have any other alternatives than the above. So I was thinking it might be possible to copy the block for the cylinder (which is separate from other blocks on the pistol) and any children block(s) with controllers to the rifle. So long story short, no changes to the character animations of grip, reloading, firing etc, just a change of the cylinder and it's block. I'v done that before with some really crazy nif's (like the atomic valence and others) This isn't my wheelhouse. Link to comment Share on other sites More sharing options...
scottmack Posted June 10, 2013 Share Posted June 10, 2013 (edited) I know exactly what you mean, Unfortunately it doesnt work that way. You can copy blocks and animate it that way outside of blender for example lets say the revolver is made using mesh edits or a custom model in a 3d program and then taken to nifskope.The base gun is from the single shotgun along with the barrel the cylinder and its components are taken from obviously a revolver. You hae all your parts animated the way you want but the animations are tied to the animation types in GECK, so when you choose the 2 hand animation types your provided with a list of like A to Z of fire and reload selections, you choose the fire type that matches the hammers for the rifle to animate them, thats all fine. But when you choose the reload for the cylinder lets say it was Reload D for the pistol, when you select that for the 2 hand rifle it could be the reload for the hunting rifle or something. Like I said earlier, you cant mix and match animations from different animation types. :confused: Edited June 10, 2013 by scottmack Link to comment Share on other sites More sharing options...
devinpatterson Posted June 11, 2013 Share Posted June 11, 2013 Check out AG's stuff you'll see what I mean brother Link to comment Share on other sites More sharing options...
devinpatterson Posted June 11, 2013 Share Posted June 11, 2013 Oh & BTW, thanks for the info, I appreciate it. Haven't dug into animation yet, but it's inevitable & I need all the info I can get my grubby hands on Link to comment Share on other sites More sharing options...
DaemonGrin Posted June 11, 2013 Author Share Posted June 11, 2013 Wow thanks for all the info guys! Little beyond my skills at the moment but there might be something I can do. How hard is it to modify a rifle with a scope? I really like the Cayman rifle linked earlier just needs a nice brass textured scope maybe like a long tube scope ala the La Longue Carbine. Thanks,Geoff Link to comment Share on other sites More sharing options...
devinpatterson Posted June 11, 2013 Share Posted June 11, 2013 Wow thanks for all the info guys! Little beyond my skills at the moment but there might be something I can do. How hard is it to modify a rifle with a scope? I really like the Cayman rifle linked earlier just needs a nice brass textured scope maybe like a long tube scope ala the La Longue Carbine. Thanks,Geoff A scope is probably the easiest thing you'll do with a weapon model, great starter project BTW, to get your feet wet Link to comment Share on other sites More sharing options...
devinpatterson Posted June 11, 2013 Share Posted June 11, 2013 I know exactly what you mean, Unfortunately it doesnt work that way. You can copy blocks and animate it that way outside of blender for example lets say the revolver is made using mesh edits or a custom model in a 3d program and then taken to nifskope...... Like I said earlier, you cant mix and match animations from different animation types. :confused: Lets see if we can alleviate some of that emoticon confusion. This is from Ghogiel, I think we can both agree this guys knows his mod-fu Well as I said the nif and kf are somehow interlinked, I've not figured out how,node names in the nif match controlled blocks in the kf. ie open the nif. all the nodes that will be controlled by the animations start with ##. ie "##Bolt" or whatevver open any of the reload kfs that belond to it. expand the controlled blocks array. scroll down to usually the later entries. There should be controlled blocks coresponding to those nodes in the weapon nif it is for. open the kf and/or nif of the weapon/anim set you want to switch over to using. note block names. change the your weapon node names to match those. now the new animation set will play. if its wrong you'll just be miming away. alignment will probably be an issue. I am not actually sure you can change pivot centers in nifskope.....must be a way...I'll look into that. but otherwise it'll be a case of importing both the nifs matching pivots of your mesh objects to the ones on the donor mesh. if the mesh has a node with ##, then a child with ## but with a different name, (like in the alien blaster for example) you may have to do a little juggle of translation in nifskope after reexporting to get the node to line up after, for example the reload plays. it'll look correct at first, fire a few shots, reload. and the clip is floating out there in the wrong place. most anims in the weapon nif don't do anything. Link to thread here, in case you need context. Also the 357 has reload X, grip default, attack 5. Loads through the loading gate &The Brushgun, cowboy repeater & trail carbine have reload z, grip default, attack 5so they do line up on the reload and attack. Might be a better match, although I'm sure the animation won't line up exactly unless someone wants to play with the cylinder placement ad nauseum. Sure would look better than a speed loader. Fallout 3 version here. Link to comment Share on other sites More sharing options...
MBile Posted June 13, 2013 Share Posted June 13, 2013 lets see.. i made a list of animations but ive updated it with replacement animations from heffy's ar/ak mod and the bullpup weapon animations. bear with me... copy paste: Rifle auto 2 handdefault handgrip: left hand wrap aroundhandgrip1: left thumb aimed forward. left hand angledhandgrip2: left hand wrap jerkoff grip.handgrip3: left under hand, webshoot grip. thumb foreward clips into gunhandgrip4: left hand foregrip far. highcarryhandgrip5: left hand foregrip close. highcarryhandgrip6: left hand foregrip normal carry1hand pistol hanggripDefault: Right Thumb under Left ThumbGrip1: Right Thumb Up slightly from default.Grip2: defaultGrip3: defaultGrip4 SMG Left hand Holding forward magazine**NEW Reloads: 2hand automaticA: g3 styleB: plasma rifle. turn, remove and insertc: FO sniper rifle styleD: gauss Rifle side entry style.E: AK styleF: AK style (service rifle) assault carbineG: 22smg top load.H: 12.7mmSMG top magazine reload leftside cock.I: riot shotgun reload style. Light Machine Gun. Riot ShotgunJ: laser rcw style.K: f03 Combat shotgunL: Riot Shotgun?M: **AK 47N: **AR 15O: **AR 15 T2P: **AK 47Q: That Gun revolverR: bullpup Leftside cockS: Bullpup Right side cockW: CANNOT RELOADX: single action revolver styleY: Hunting Shotgun styleZ: CANNOT RELOADReloads: 2hand balisticA: hunting rifle styleD: Gauss RifleC: twisting barrel thingyE: level actionI: caravan shotgun overunder styleM: bolt action varmint rifleO: anti-material bolt action rifle styleX: lever action shotgunP: garande styleJ: break barrel 40mm style.Z: brush gun level actionreloadQ = double action revolverreloadP = Garand styleReloadO = Hunting Rifle. cockback and mag changereloadN = strange. fps=normal mag change. 3pv=level action reloadReloads: 2hand energyB: laser rifle back side reload style.E: pull out side, twist and pullF: topload and slappistol 1 hand energyF: laser pistolJ: alien sidearm style.H: plasma defender top reload stylepistol 1 hand balisticA: normal bottom reload top slide cock.C: top chinese pistolD: sawed off handgunE: 44mag revolver styleP: hunting revolverG: 10mm submachinegun reloadL: bottom load uses bolt catch release 12.7mm pistolO: 9mm submachinegunK: 22 revolver breakbarrel styleQ: revolver2 hand handleC: plasma casterD: incineratorG: mercy grenade launch reloadE: minigun reload attacks: pistolattackLeft: 44magnum style heavy recoil. hits high first round.attackRight: small cal low recoil. fast attackattack3: laser pistolattack5: single action revolverattack8: RechargerPistolattacks: Riflesattack3: Hunting Rifle Boltattack8: Varmint Rifle Boltattack9: Anti-mat rifleattacks: Rifles 2h automaticAttackLeft: slow attackattack7: pump actionattacks: Rifles 2h energyattackleft: normal semiauto attackattackright : lever action The ** are "replacer" animations. i say "replacer" since they are ingame already without actual animations that other people ended up making animations for. so looking at my list there... you can use 2hand-Automatic or the 2hand-Ballistic reload Q since it apparenly has the That Gun/DA swing out revolver animation. I'm not 100% on this. I did this list over a long period of time has been updated repeatedly so it might not be that accurate. Link to comment Share on other sites More sharing options...
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