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Posing dead bodies/skeletons


Andyno

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First off, I know I can hold Alt while dragging body parts by holding the Left Mouse Button. This way I can do... well, the basic stuff. Definitely not something like this, for example:

 

skel1.jpg skel2.jpg

I have a suspicion that devs managed to pose these skeletons by using their "internal" Creation Kit, but that's just a guess, and I'm just something missing, and there is some more advanced approach to this matter that can be made also in Creation Kit for public use. So, if someone knows something about this, please let me know.

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It is unlikely that bethesda uses a creation kit. This engine itself is a virtual machine for building levels. They could easily collect the game right in the game. In much the same way as the player collects settlements in the workshop, only with built-in gamebryo and havok tools, additional libraries that extend the engine to a 3d editor.
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It is unlikely that bethesda uses a creation kit. This engine itself is a virtual machine for building levels. They could easily collect the game right in the game. In much the same way as the player collects settlements in the workshop, only with built-in gamebryo and havok tools, additional libraries that extend the engine to a 3d editor.

What?!

 

Do you mean they made the game in a sort of "advanced settlement mode"?

 

I really don't think so, because working with scripts, positioning markers, ... would be very very hard to do while "in the game".

And creating interior levels would also be very difficult that way.

Just take a look at some of the generic exterior building meshes.

They are huge!

Placing them "in-game" would be very very hard, if not impossible.

 

And working with layers or setting up navmesh would be impossible in the the actual game.

 

 

They probably use the same Creation Kit editor, but with some more functions.

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It is unlikely that bethesda uses a creation kit. This engine itself is a virtual machine for building levels. They could easily collect the game right in the game. In much the same way as the player collects settlements in the workshop, only with built-in gamebryo and havok tools, additional libraries that extend the engine to a 3d editor.

What?!

ÃÃÂ

Do you mean they made the game in a sort of "advanced settlement mode"?

ÃÃÂ

I really don't think so, because working with scripts, positioning markers, ... would be very very hard to do while "in the game".

And creating interior levels would also be very difficult that way.

Just take a look at some of the generic exterior building meshes.

They are huge!

Placing them "in-game" would be very very hard, if not impossible.

ÃÃÂ

And working with layers or setting up navmesh would be impossible in the the actual game.

ÃÃÂ

ÃÃÂ

They probably use the same Creation Kit editor, but with some more functions.

I mean, the engine is designed specifically for building levels. I am absolutely sure that the game was assembled in a virtual machine. It looked like a window in a 3D editor, only with real-time rendering. Everything you list has nothing to do with the interface. All this, by today's standards, can be realized even in vr. There is no need to fiddle with all the deployed tools for all specializations. People work with 3d - they open their tools, they work with scripts - they open other tools. Everywhere there are narrow specializations, and the assembler is the engine itself.I do not know. Have you used Place Everywhere or similar mods in the workshop? Even just placing markers is hundreds of times more convenient than ck. You build a scene and instantly check every moment of its work in real time.I believe the workshop is a heavily emasculated version of a real bethesda level assembler. Edited by South8028
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Some of the skeleton poses may have been set up in a 3d tool(e.g. 3ds Max) Then the pose data is exported and injected using some script they have on their computer(s).

The public version of CK may not be that different from what BGS is using. They probably have a lot of extra tools 'in their drawers'.

E.g. Some of these tasks may be one-timer tasks that are not worth implementing into CK or the tasks/code depends on 3rd party code/license that restricts them from releasing the tool to the public. A mix of applications, scripts and procedures.

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