tomshepard308ci Posted December 6, 2015 Share Posted December 6, 2015 Hi, It would be great if I can have some professional opinion. Cloth physics is already in fallout 4, but for the sake of modding, say I feel they could have been rigged better. What are involved in making changes of the way the physics is rigged on those outfits(silver shroud, laundered dresses, bathrope...)? Is this type of modification possible? Sorry, I just love cloth physics and since there is nearly no mentioning of this matter all over the forums, I thought I'd had to ask. Much appreciated. Link to comment Share on other sites More sharing options...
throttlekitty Posted December 6, 2015 Share Posted December 6, 2015 Not much is known at this time. Cloth data is a havok file embedded in the .nif for a given outfit. So the workflow would be something like: Export havok from nif, open in Havok tools for edits, then back into the nif. However, the havok tools are up in the air due to Intel's recent purchase and not currently available. And I'm not sure if we have a proper version of them to work with this. Link to comment Share on other sites More sharing options...
jet4571 Posted December 7, 2015 Share Posted December 7, 2015 You mean purchased by Microsoft from Intel? http://www.havok.com/havok-to-join-microsoft/ Link to comment Share on other sites More sharing options...
throttlekitty Posted December 7, 2015 Share Posted December 7, 2015 of course i did! I was merely testing you!!!!!!! Link to comment Share on other sites More sharing options...
jet4571 Posted December 7, 2015 Share Posted December 7, 2015 Ooooh did I pass the test? Lets all hope it doesn't become "Havok exclusively on Xbox One" and Bethesda chooses an even worse physics engine for the next title. Link to comment Share on other sites More sharing options...
tomshepard308ci Posted December 7, 2015 Author Share Posted December 7, 2015 Not much is known at this time. Cloth data is a havok file embedded in the .nif for a given outfit. So the workflow would be something like: Export havok from nif, open in Havok tools for edits, then back into the nif. However, the havok tools are up in the air due to Intel's recent purchase and not currently available. And I'm not sure if we have a proper version of them to work with this.So in short, this kind of mod is not popular AT ALL among modders for games like this is it? Thanks kitty, your rely is golden. Link to comment Share on other sites More sharing options...
throttlekitty Posted December 7, 2015 Share Posted December 7, 2015 I wouldn't say that. I'd love to do some new hair that works with the cloth sim, but we've some hurdles to overcome first. :) Link to comment Share on other sites More sharing options...
jet4571 Posted December 7, 2015 Share Posted December 7, 2015 The longer hairs do use the cloth physics but they are all so short it's hardly noticeable. there's 9 bones called something like Hair_C_Cloth00, Hair_L_Cloth00, and Hair_R_Cloth00. Center, Left, and Right. Then numbered 00, 01, and 02. So it looks like it is the same system that HDT physics enabled hair in Skyrim uses. There might be clipping issues with longer hair than we got but yeah I am looking forward to hair that's longer than shoulder length. Link to comment Share on other sites More sharing options...
tomshepard308ci Posted December 7, 2015 Author Share Posted December 7, 2015 thank u guys jets n kitty, what an eye opener. I'm exited about longer hair as well...and possibility of free flowing capes from the shoulder and trench coats that flow from up the waist instead of below the butts. Link to comment Share on other sites More sharing options...
jet4571 Posted December 7, 2015 Share Posted December 7, 2015 Yo ThrottleKitty, your name makes me think of 2 things, a cat being throttled or a cat in the drivers seat of a hot rod mashing the throttle while looking all serious. Just thought I would toss that out there since I am currently drunk. @tomshepard308ci The majority of your original questions is answered quite a bit for non Bethesda games tutorials. "Character animation and rigging" is one term for a Google search. Once you get an understanding of the basics that's used across all games figuring out what's used for FO4 is far easier to understand. Basic character rigging is confirmed, vertice weighting for bones is the name of the game for FO4 armor and clothing files(hairs are nothing more than an armor or clothing item just like the base body is). I really do suggest reading/watching Skyrim and older Bethesda game tutorials to get a basic idea of what's needed. FO4 doesn't need an _0 or _1 version of every armor/clothing because they realized bone scaling does the same thing with less than half the work to make it work so that part of Skyrim tutorials can be ignored in regards to FO4. Oh fun personal fact.. I think throttlekitty is one of the greatest mod authors for Skyrim. Always excellent work and advice coming from that kitty. Link to comment Share on other sites More sharing options...
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