Larko84 Posted July 11, 2017 Share Posted July 11, 2017 I'm currently trying out a melee weapon that using the power-fist as the main animation but i'm trying to use the shishkebab animation effects along with it. The flames effects within the nicontrollermanager. First I tried the simplest way first (I thought) by pasting over the shiskebabs trishape with mine so not to disrupt anything in the nif. Works in niskope but the animation (flames) are completely static in-game. No idea why as I just changed the trishape and nothing else. Secondly I went the very long way and added everything from the shishkebab nicontrollermanager manually one by one, no copying and pasting, into the existing power fist nicontrollermanager, including stages. It works in nifskope fine and I've looked through the nif several times correcting stuff but i'm at a dead end now and it just crashes instantly when i try to select it from my inventory. Any ideas what might be wrong, am I overlooking something? Any help appreciated. Link to comment Share on other sites More sharing options...
montky Posted July 13, 2017 Share Posted July 13, 2017 an excellent hypothetical, LarkoEightFour-er.and I am looking forward to what you'll come up with.different colors of shiskebab flames?! holographic rad-shiskebab, dang that's an awesome idea.and this is the cool kind of 'variable geometry'/'fractal animations to nurbs-surfaces"kind of stuff folks wanna see hehe. do you have some tentative suspect code fragments or a pathing-overview you could share?some pseudo would really help understand the process here hehe.sight unseen, I'm guessing the partition pathing and encoding pathing to the target folder,are what are causing it to not show-up in game as an animation,as well as, not using the animation keywords in your code for the weapon. Steve40, Shavkacagarikia and a few others have experimented with animations on a transparent weapon or solid.it's a very 2D-3D "sprite" way to get cool effects and vids/gifs onto a surface.I think Dread74 is also now experimenting on animations-on-surfaces,as may be B2-D-B2. I admittedly have lackluster mod-fu for FO4, and limited experience with nif's controllermanager/ 2D to 3D collision phys feature...so I look forward to a more pro modder pointing you in a useful direction.I do know however, that is how force-fields and holograms change when players or 3D objects interact with them,(and how collision can be toggled depending on physics and object class, such as in Liquid Metal Doors etc).and how the 'snowglobe/lava-lamp grenades' from the junk-jet work...I wondered how the lava-lamp did random collisions from being thrown by the junkjet,or how all the snow in the snowglobe settled to a direction once being shot out of the junkjet...(and why it chugged if I had the baseball-thrower turret throw 100's of them, but then the game recovered when they stopped firing) there are as yet, not many Beth or NMM tutorials or the github/wiki tutes on this approach.thisweekintech, github, codestackexchange and believe it or not, the beth and AGI forums,will come in handy here hehe.Id say vimeo and minds too, but there's not a whole lot there directly related to this at present. playing animations in FO4 Creation is trickier than it might need to be,but the idea is, it's set up for "2D-3D" and homeomorphisms from the get-go.it's how you can make stuff like "Vids of the Wasteland" more adaptable...'embeddable livestream visuals/keyframeable animation nodes" etc...just some simple animations on a surface, not yet something tricky like a holographic disguise entrance etc. that said,I recommend you take a look at:Shem-Drowne's rad sword (a canonical example, like the junkjet, of how to achieve animations on a solid texture). "Lightsaber/lazer energy sword"and "force powers"and "buster sword FO4 Advent Chiln'"Holo-Ghost Rider" and the "Robo-2000 digi-glove"which alters unarmed attacks as well as being a sword and a 'junkjet' in a nod to "Mega-Guy"not to mention ' holographic power-armor suit rangers" as, they have found ways to play animations and keyframes on multiple levels for weapons.the ones most applicable to your hypotheticalare the lightsaber and the mega-guy/"sramus Arani megabuster gauntlet". most of them appear to have played an animationon a properly pathed and associated transparent solid with the animation keyword.its a decal which plays on a transparent solid.the other way, is batching and pathing the animation and properly encoding that,though that requires a couple of programs and 3DsMax etc, to properly generate the pathing data.the Blender and GIMP4b+ approach has a number of mismatch encoding artifacts... it's a keyframe looped seamlessly,with the animation set to on when the weapon is 'activated' -i think it was a bundled magic-effect or temp condition used to make the animation-surface play like that. there also seems to be a relationship betweenthe unwrap for the surface,and the constraints on the animation you want to play on the decal or transparent solid... -----I hope this helps somewhat,and I look forward to seeing more ideas on how to realize these approaches.this is an underdeveloped aspect to modding for sure. Link to comment Share on other sites More sharing options...
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