Jopo1980 Posted November 25, 2011 Share Posted November 25, 2011 Ok, I´d like to revamp the animations in FNV. The vanilla movement animations are a good start, but we could add some more. Here´s what I´d like to add: * Movement animations: Going prone and moving prone, like in milsims. Whenever the character gets into a firefight, it would be good to be able to go prone. Also aiming should be boosted by having a more stable position while prone. * Movement animations: Optional. Stepping over objects. Like stepping over a fence of about knee height. Useful in crossing obstacles. This animation is found in ARMA 2. * Attack animations: Melee weapon animations, thrusting with a sword or a machete and other different kinds of strikes. The game would pick at random the animation used when striking, unless it is a VATS attack in which case you could select what kind of an attack to make. Also melee attacks should be targetable in VATS, so you can target body parts with melee weapons and Hand-to-Hand attacks. * Attack animations: Hand-to-Hand attacks: Different kinds of kicks and punches, like Karate punches and Tae Kwon Do kicks and other martial arts moves. Also it would be helpful if VATS was able to target different body parts with the attacks. Link to comment Share on other sites More sharing options...
Jopo1980 Posted November 25, 2011 Author Share Posted November 25, 2011 Also, what program can I use to edit the animations? I tried importing the .kf files to blender but it didn´t work. Is there a blender import script available? Link to comment Share on other sites More sharing options...
Jopo1980 Posted November 25, 2011 Author Share Posted November 25, 2011 How many capable animators do we have in these forums anyway? Does anyone know someone? Link to comment Share on other sites More sharing options...
Heffy Posted November 25, 2011 Share Posted November 25, 2011 (edited) Well, in theory it’s a very good idea. Unfortunately, in practice, at least half of it would be undoable for Fallout NV… Animations are predefined in the engine, thus you can’t really add more than what’s available. Also, quite a lot of stuff pertaining to animations seems to be hardcoded… So, for example, the prone position (something I would gladly see in FNV, btw) would be impossible to implement without some serious coding.Which leads me to my second point: maybe some of it could be achieved through NVSE. Which means that you’ll need not only an animator, but also (and most importantly) a coder. You can find all import/export scripts for blender and 3DS here: http://sourceforge.net/projects/niftools/files/If I remember right, Maya doesn’t have a script for animations (it can only export nif files). Edited November 25, 2011 by Heffy Link to comment Share on other sites More sharing options...
irswat Posted May 2, 2014 Share Posted May 2, 2014 im happy to help with the coding if you give me something to work with! need first and third person tk animations and nif files. If we can get permission there is a prone mode in idle poses mod, and so we have a start. we need someone who knows modeling/animations Link to comment Share on other sites More sharing options...
Xilandro Posted May 2, 2014 Share Posted May 2, 2014 Unfortunately good working prone (like in ArmA or other tFPS games) is not possible because of hardcoded animations for movement. The only way to force anim to play is playidle\playgroup. And this fucns will disable some of the most important controls - fire, IS. Yep, you can use rWeapon.fireweapon to trick the game, but it will not work correctly, and cause even more bugs. Stepping over objects don't make sense bc in fallout you can jump. In arma you can't jump =) And you can't see your body. And no, enhanced camera will not work in this case (already tested, even asked LogicDragon to add support of custom animations, but he's busy and don't want to work on Ench Cam for some time) Weapon melee attacks are already done (Project B42). Attack animations: Hand-to-Hand attacksPossible, but will not work like you expect. No vats, no real punches, only fake effect with damageav health, or hidden npc attacking your target, which is even harder to make for not enough experienced scripter. Link to comment Share on other sites More sharing options...
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