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Animatink in geck


bmatthun

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Well you can't make new animations in the geck, but you can change what animations are used by the weapon in the geck.

the reason why many custom weapons seem to be animated badly, is because they are just using vanilla anims. if the weapon is drasticly different to any found in vanilla falllout, then it usually comes with a comprimise

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Well you can't make new animations in the geck, but you can change what animations are used by the weapon in the geck.

the reason why many custom weapons seem to be animated badly, is because they are just using vanilla anims. if the weapon is drasticly different to any found in vanilla falllout, then it usually comes with a comprimise

 

Not even with other programs like 3ds max?

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sure, In theory you could animate new weapons in max. What weapons specifically are 'animted badly', perhaps you do not need to make new animations but make the weapon fit better to the anims already in existance....?

If done right, its pretty passible on most normal looking weapons. Obviously if it is crazy designed and should reload complelely differently than anything in vanilla....

 

onto some of my musings on the weapons in F3. I'm a noob still, I've only just started working on weapons today as it happens.

 

The weapon animations themselves seem to be contained in the kf files for the actor. Contrairy to what most people think.

 

Seems no one knows this but, judging from every single mod I've seen, the transform sequences in the weapon nifs are redundant, and can be deleted from the nif if I am not mistaken. I have and the reloads still play exactly like normal.

I'm educated guessing- There are specific reload/jam/grip etc animations that controll how specific weapons are animated in game. (You'll have to make new those if you are intent on making new weapon animations)

in those animations are the controlled blocks for the different parts of the weapons. they match whats in the weapon mesh, ie node names such as "##AlienPowerCell"

If you do not keep the name structure, then that part of the weapon won't play with any animation, if there is one in the sequence for that weapon.

 

Now you can get clever and make you own, by finding something close, hand keying some of the interpolators tp be what you'd want it to be, via nifskope. easy but mad tedious. I asume this is all fine to do and should net a usable kf. and isn't real animating.

 

or you can even cleverer... and splice parts of different weapon kfs together. I'm sure having a slide or trigger from one anim combined with the reload of another can be useful, or any combo of moving parts in the weapon anims. :wacko:

 

or you can import vanilla kfs and mess with them in anyway you want, and export them and make a new set of weapon anims.

 

Or you can try to make your own from scratch.

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sure, In theory you could animate new weapons in max. What weapons specifically are 'animted badly', perhaps you do not need to make new animations but make the weapon fit better to the anims already in existance....?

If done right, its pretty passible on most normal looking weapons. Obviously if it is crazy designed and should reload complelely differently than anything in vanilla....

 

onto some of my musings on the weapons in F3. I'm a noob still, I've only just started working on weapons today as it happens.

 

The weapon animations themselves seem to be contained in the kf files for the actor. Contrairy to what most people think.

 

Seems no one knows this but, judging from every single mod I've seen, the transform sequences in the weapon nifs are redundant, and can be deleted from the nif if I am not mistaken. I have and the reloads still play exactly like normal.

I'm educated guessing- There are specific reload/jam/grip etc animations that controll how specific weapons are animated in game. (You'll have to make new those if you are intent on making new weapon animations)

in those animations are the controlled blocks for the different parts of the weapons. they match whats in the weapon mesh, ie node names such as "##AlienPowerCell"

If you do not keep the name structure, then that part of the weapon won't play with any animation, if there is one in the sequence for that weapon.

 

Now you can get clever and make you own, by finding something close, hand keying some of the interpolators tp be what you'd want it to be, via nifskope. easy but mad tedious. I asume this is all fine to do and should net a usable kf. and isn't real animating.

 

or you can even cleverer... and splice parts of different weapon kfs together. I'm sure having a slide or trigger from one anim combined with the reload of another can be useful, or any combo of moving parts in the weapon anims. :wacko:

 

or you can import vanilla kfs and mess with them in anyway you want, and export them and make a new set of weapon anims.

 

Or you can try to make your own from scratch.

Thank you, I'll try.

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just remember though, there are no free animation slots for new animations.

 

You will be overwriting old animations when you make new ones.

 

Alls you need to do is import the skeleton.nif into max, then import into that scene a .kf animation file, and it should load the anim.

Modify the anim then export the .kf file. afaik.

 

Theres a weird way of importing .kf files i dont really remember off the top of my head, its been a while since i did it, but once you get it in the scene it will automatically detect the bone names of the skeleton present in the scene and youll see the animated bones as you scrub through the timeline.

 

The one thing to remember though, certain animations have specific Bone-names required for the animation to work successfully. Ie. Some gun reload animations reference bones called 'Clip', 'Bolt' etc. whereas some animations reference bones called 'Magazine' and 'Lever' instead.

Double check this by opening the gun you want to reanimate in Nifskope and look at the bone names.

 

Naming is the most important part.

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just remember though, there are no free animation slots for new animations.

 

You will be overwriting old animations when you make new ones.

 

Alls you need to do is import the skeleton.nif into max, then import into that scene a .kf animation file, and it should load the anim.

Modify the anim then export the .kf file. afaik.

 

Theres a weird way of importing .kf files i dont really remember off the top of my head, its been a while since i did it, but once you get it in the scene it will automatically detect the bone names of the skeleton present in the scene and youll see the animated bones as you scrub through the timeline.

 

The one thing to remember though, certain animations have specific Bone-names required for the animation to work successfully. Ie. Some gun reload animations reference bones called 'Clip', 'Bolt' etc. whereas some animations reference bones called 'Magazine' and 'Lever' instead.

Double check this by opening the gun you want to reanimate in Nifskope and look at the bone names.

 

Naming is the most important part.

Thank you for the help. I think it would be possible, but too much work. Would have to be made with all sleves.

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