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fallout 4 styled ai packages for monster attacks?


xzanderain

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Did some testing with explosions that may be of use to you devin.

Thanks Ladez I think that will help quite a bit. I think I will also dig into the deathclaws and their animations this weekend and see how FO4 does it. I'm particularly interested in how they synchornize the cam shudder with teh steps.

 

While researching I cam across a anomaly in the character meshes folder called camera.nif. It is the actual 1st person camera nif from the skeleton (but alone, by itself) and has transformation keys, so it moves around. It's also loaded very early in the scene.

I don't know if it's actually used, of any use for this project or even how to access it. The only animation's I'm used to when using a charcter node have been KFs so this is a bit of a puzzle for me.

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If you're looking for the camera shake, you should check Fallou3 Liberty prime animations. Walking animations contain a text keys with a following command: Enum: CameraShake X - where X is a shake power value. Even so, you still need a roar animation.

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If you're looking for the camera shake, you should check Fallou3 Liberty prime animations. Walking animations contain a text keys with a following command: Enum: CameraShake X - where X is a shake power value. Even so, you still need a roar animation.

Controlled block in the KF? Yeah I'll definitely take a peek. Makes sense.

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Controlled block in the KF? Yeah I'll definitely take a peek. Makes sense.

Nope, it's in the keyfiles. Hmmmm I have some experience with copyinng and pasting some of the controlled blocks for various animations (mostly weapon KFs), but I haven't had the need to work with text keys. I'll mess around with it a bit.

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