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Can we still not add custom first person animations?


zammysage22

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Past Bethesda games were 32-bit based, and used the 32-bit Havok SDK. This was a free for use option, at least at the time, and people were able to develop the tools needed to properly edit / create animations for the previous titles. Bethesda switched to a 64-bit platform and thus the 64-bit Havok SDK. 64-bit Havok SDK is NOT free and is very expensive, and thus, the modders who make the cool tools that allow the rest of us to create animations and such currently do not have access to what they need to get it done properly.

 

That said, there are people working on it without access to the Havok SDK, I have no idea how viable that is, but I hope they pull it off. Its all above my pay-grade anyway, I don't know enough about coding to give more detail than that, I just understand the basics behind the issue.

 

That's actually completely spot on.

 

For those that never heard of me, I'm the main dev of the aforementionned tool. We currently have to work without the things that were done for Skyrim, because it used something that we simply don't have (an official API, there is one for Skyrim but not for Fallout 4). I know people managed to make the Creation Kit exporter for animations work with the official Havok Content tools, but it cost as said earlier a lot of money, so only a select few who already had access to that can pull it off.

 

That's why we are working on an independent exporter created specifically for Fallout 4 files. The idea is to provide some "sample projects" already filled with skeletons, that allows you to animate one of the actors. At the moment, we only have the full human skeleton, but we plan to include 1st person skeleton and probably most creatures once we manage to get the tool working for the full human skeleton.

 

The way we did that is by first writing a tool to read data inside the Havok files and write data to a Havok file, from scratch. This took the most part of January/February/March. Then, we studied the animations and tried to analyze data "by hand", but the export tool and the help of people that had the Havok Content Tools allowed us to make huge progress in understanding the Havok animations. Now, I'm writing a tool to try to generate animation files from a Blender or 3DsMax project, and hoping that it will eventually work.

 

Keep in mind that despite our recent progress, we're still really far from a fully working thing.

 

After the 1st person animation is created, I have no idea how to add them to the game though. I believe there is entries that exist for 3rd person animations in the CK, but 1st person animations may require something like FNIS for Fallout 4 to edit the behavior files or to straight up replace the already existing first person animations. If this is the case, I'll maybe try to work on that after the whole animation creation thing is done. This isn't a promise, just a maybe.

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Past Bethesda games were 32-bit based, and used the 32-bit Havok SDK. This was a free for use option, at least at the time, and people were able to develop the tools needed to properly edit / create animations for the previous titles. Bethesda switched to a 64-bit platform and thus the 64-bit Havok SDK. 64-bit Havok SDK is NOT free and is very expensive, and thus, the modders who make the cool tools that allow the rest of us to create animations and such currently do not have access to what they need to get it done properly.

 

That said, there are people working on it without access to the Havok SDK, I have no idea how viable that is, but I hope they pull it off. Its all above my pay-grade anyway, I don't know enough about coding to give more detail than that, I just understand the basics behind the issue.

 

That's actually completely spot on.

 

For those that never heard of me, I'm the main dev of the aforementionned tool. We currently have to work without the things that were done for Skyrim, because it used something that we simply don't have (an official API, there is one for Skyrim but not for Fallout 4). I know people managed to make the Creation Kit exporter for animations work with the official Havok Content tools, but it cost as said earlier a lot of money, so only a select few who already had access to that can pull it off.

 

That's why we are working on an independent exporter created specifically for Fallout 4 files. The idea is to provide some "sample projects" already filled with skeletons, that allows you to animate one of the actors. At the moment, we only have the full human skeleton, but we plan to include 1st person skeleton and probably most creatures once we manage to get the tool working for the full human skeleton.

 

The way we did that is by first writing a tool to read data inside the Havok files and write data to a Havok file, from scratch. This took the most part of January/February/March. Then, we studied the animations and tried to analyze data "by hand", but the export tool and the help of people that had the Havok Content Tools allowed us to make huge progress in understanding the Havok animations. Now, I'm writing a tool to try to generate animation files from a Blender or 3DsMax project, and hoping that it will eventually work.

 

Keep in mind that despite our recent progress, we're still really far from a fully working thing.

 

After the 1st person animation is created, I have no idea how to add them to the game though. I believe there is entries that exist for 3rd person animations in the CK, but 1st person animations may require something like FNIS for Fallout 4 to edit the behavior files or to straight up replace the already existing first person animations. If this is the case, I'll maybe try to work on that after the whole animation creation thing is done. This isn't a promise, just a maybe.

 

 

 

Glad to hear an update on this, and know that I, for one, thank you for your efforts. The community as a whole benefits from it. Speaking of updates, is there a location where you discuss the project more actively, so I can keep tabs on it? I wish I could offer to help, but its simply something that I am inexperienced in unfortunately.

 

Either way, I wish you good luck in the endeavor, I really hope you are successful!

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Glad to hear an update on this, and know that I, for one, thank you for your efforts. The community as a whole benefits from it. Speaking of updates, is there a location where you discuss the project more actively, so I can keep tabs on it? I wish I could offer to help, but its simply something that I am inexperienced in unfortunately.

 

Either way, I wish you good luck in the endeavor, I really hope you are successful!

Actually, there is a place I keep a more up-to-date thread about my progress. But, let's say the site isn't endorsed by Nexus so I won't link it here. If you know where it is, you can check the thread out.

 

Otherwise, don't worry :) I have a thread about HKXPack (the project core) already opened here, thread that I will update as soon as I make relevant progress to the HKXAnim tool. We are just still deep in early dev of the tool so I have not much to say yet.

 

Also, you guys are already helping by keeping me motivated to go through with this, and that's more than enough :)

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Glad to hear an update on this, and know that I, for one, thank you for your efforts. The community as a whole benefits from it. Speaking of updates, is there a location where you discuss the project more actively, so I can keep tabs on it? I wish I could offer to help, but its simply something that I am inexperienced in unfortunately.

 

Either way, I wish you good luck in the endeavor, I really hope you are successful!

Actually, there is a place I keep a more up-to-date thread about my progress. But, let's say the site isn't endorsed by Nexus so I won't link it here. If you know where it is, you can check the thread out.

 

Otherwise, don't worry :smile: I have a thread about HKXPack (the project core) already opened here, thread that I will update as soon as I make relevant progress to the HKXAnim tool. We are just still deep in early dev of the tool so I have not much to say yet.

 

Also, you guys are already helping by keeping me motivated to go through with this, and that's more than enough :smile:

 

If is LL, you're allowed to talk about it :P

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