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Real 1st Person view (WIP)


3AMt

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Hey, who's up for some "alpha testing"? Of course you need the latest version of the mod installed:

http://skyrim.nexusm...ile.php?id=6002

 

I got a completely new skeleton file! I recreated the 1st person skeleton from scratch to match exactly the 3rd person one with all the havok and collusion stuff in it. :)

It seems that there is absolutely no difference in game. No dynamic leg and feet position like in the 3rd person, it's connected with the animations, but I'm quite sure that I will benefit from the havok stuff in the future

 

The new skeleton don't solve any existing bugs. I have tested it a few minutes and it's working so far. But maybe it causes new bugs, I don't know and that's where you can help me.

I'm sorry, don't have the time to spend hours and hours in testing. I better spend the time in developing the mod...

 

Here is the file:

http://www.sendspace.com/file/4lu90m

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This one feels better. Bow aiming is still broken but you can do it if you center the target before you draw the bow. Is it possible to remove the 1st-person bow animation until you can sort it out?

 

You're definitely on the right track. Thank you!

 

:dance:

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I think this is a very important elements in my favorite mod category - improved combat. Looks very good so far.

Is it correctly understood that the shaking issue comes from the camera being attached to a head that moves too much?

 

The key to solving most if not all of these issues is a rather simple one for anyone that has the process of getting animated files into 3ds max and back out again.

 

The third person animations need to be fixed, the way to do this? make a locator directly infront of the player for where he is looking (default rotation) and aim-constrain the camera to that.

 

then simple fourier or gaussian smooth on the keys on the head itself could fix any over-zealous bumping you may be getting in the transforms. what I would do is probably even constrain the body so it doesnt move that much but each to thier own.

 

the problem with the bow and a lot of the other animations is this.

 

I would do it myself but between work, my own mods and actually playing the game? It would take a while (also im a maya guy and cbf going through max documentation)

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Despite all the camera jolting, I've gotten pretty used to casting, using staves and bows while targeting at the corner of the screen. It's more realistic than you'd expect - the camera angle is like the angle of your head, yet where YOU are focusing on the screen is like the angle that the eyes are looking from the head.
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