South8028 Posted August 20, 2022 Share Posted August 20, 2022 (edited) https://www.nexusmods.com/fallout4/mods/37617There are a couple of remarks that simplify the method described in the article. I decided to share information. Perhaps someone will be useful. 1. This is a marker making for havok animation, similar to vanilla markers. With this marker, positioning an idle animation is very easy.Select a frame suitable for the marker. ResetX all the meshes needed for the marker. This will bake the animation frame in the mesh separately from the bones. Attach the arm meshes (head and furniture if needed) to the body mesh. Select all the bones and scene elements except for the marker mesh and delete them. Select all animation frames and delete. Assign a material to the BsEffectFx marker mesh. In the material, select the "Show" flag and a color for the marker. Select the Alpha Test flag.Export the marker to nif Static Art. After Elrich, select the marker's BsTriShape in the nifscope and uncheck the "Color" flag from Vertex Desc in BlockDetail. The BsEffectShaderProperty... In Shader Flags 1 should be Vertex_Alpha and ZBuffer_Test. In Shader Flag 2 - ZBufer_Write and Vertex_Color.https://disk.yandex.ru/d/GPvJs-NwE6doogNow in ck you can perfectly position the idle animation for furniture. No more wasting dozens of minutes trying to find the right position with vanilla markers.2 point, which also drew attention to the furniture. If the havok animation has a complex interaction with the furniture (as in my case, when the hands touch the horizontal bar), the furniture should not have collisions in the places of this interaction. I don't know what could be the reason. Animated bones should move freely through collisions. But why don't they go through? Collision interferes. In general, sorry for my Google English. )https://youtu.be/6w8t-MNydnw Edited August 20, 2022 by South8028 Link to comment Share on other sites More sharing options...
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