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Outfit and AnimObject with gamebryo sequences


South8028

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https://disk.yandex.ru/d/YsKLUWSoaQSfLw

Once upon a time I tried to make animated clothes. The best I could do then was to assemble clothes without sequences with a looped controller flag. Recently, while looking at vanilla AnimObjects I found AutoPlay sequences. These sequences work the same with clothing. NiStringExtraData allows you to bind an animated nif to a single bone of any creature. This makes possible not only uv animation of clothes and animObj, but also kinematic animation. Literally, any animation can be made into an element of clothing. I experimented with my old drone animation and it worked great. Now clothes can be animated and voiced. I have attached my drone as an example. You can look at nif yourself and understand how to do what. The only thing that is present in this model is lagBoneController. It is needed only in cases where the model’s movement should lag behind the actor. If you're making clothing that needs to accurately replicate the movement of a skeleton's bone, then you don't need this controller. I haven't seen any clothing mods that use gamebryo animations yet. Accordingly, this information may be useful to someone. Also, animated nifs can be used as animObj and called from havok annotations. For example, you can implement a real throw of a ball into a basket, or a game of Frisbee, or animate billiards. Any animations are possible.

 

 

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https://disk.yandex.ru/d/vsJwEsX2h5mVbw

Test example of animObject auto-synchronization with gamebryo and havok animation sequences. The same autoplay, autoloop, autofadeout sequences are used. This is convenient because if there are an equal number of frames in the gamebryo animation (in this case AutoLoop) and the havok animation, their speed is automatically the same. Even without generating text data, the animations are synchronized. You can easily run complex animated scenes with objects and actors, for example in aaf or naf.For furniture animation, it makes sense to cut the number of frames in the gamebryo sequences for the havok Entry, Loop, Exit animations. The point is that the Autoplay sequence plays once and is not capable of looping, the AutoFadeOut sequence plays once at the end in sync with the Havok Exit animation. The AutoLoop sequence is looped and runs in sync with the Havok loop animation.Thus, it is enough to run animObj once in 1 frame of the Furniture Entry animation, and all sequences will be executed synchronously with the main havok animation and the Exit animation.

Edited by South8028
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I corrected the animation a little to make it less jerky. Fixed transitions. Added new basketball backboards. Bent, rusty, post-war shield. And a wall-mounted shield. Fixed all animObj, autoplay sequence everywhere. Better synchronization. If necessary, you can use these resources as you wish.

https://disk.yandex.ru/d/t6HOkDTUARj1Fw

Edited by South8028
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https://disk.yandex.ru/d/jAo8G_QidFGY2A

I remade a vanilla pool table and cue. Removed uv mirroring to prevent symmetrical seams from highlighting in low light. I'll try to animate billiards. It would be interesting to animate the performance of two actors at once. I know how to synchronize two characters in the same furniture, but I have no idea how to make them approach the table at the same time. Is there a way to force 2 npcs to use furniture? If such a method exists, many interesting animations could be made. For example, fighting with katanas, hand-to-hand combat, gambling.

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1 hour ago, pepperman35 said:

Animated billiards would be so cool.  Stuff like this could make npcs look more involved in a scene such as a bar.  An npc trying darts would also be cool.  

Oh, by the way, darts are a good idea. It's probably not very difficult to make darts. I'll do darts later. Billiards is difficult. The vanilla table probably calls for a design with gutters. The balls that fall into the holes must roll out along the gutters into a special niche (it is visible in the screenshot). I made real gutters in this table, redid this alcove. The actor will take the balls out of the niche, place them on the table and play. In a closed loop. There will probably be a very long animation. Somewhere around 2000 or more frames. 3DS has a very inconvenient animation panel. The more frames, the more difficult it is to understand where the movement begins and ends. Vanilla animations are limited mostly to ~600 frames maximum.

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  • 2 weeks later...

https://disk.yandex.ru/d/8emcFu1Chd_c1w

Some vanilla resources (like extractorchair, or npcpipboygroundtake) have furniture sequences that work with any nif. I tried using them for a trigger that switches furniture to the alpha channel, to an invisible state to replace the animObj furniture. But there are problems. In the behavior of extractorchair, the sequence is launched for some reason only from the 1st person. If there is a Done tag, the sequence is played once and switches the trigger to the first sequence. If there is no Done tag, the furniture remains statically invisible after exiting the animation. npcpipboygroundtake behavior only works in 1st person. I wonder if there is an easy way to make an invisibility trigger for furniture?

Edited by South8028
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