Reginald001 Posted April 9, 2018 Author Share Posted April 9, 2018 (edited) You can edit the list of animations. The problem is that there is no idle animations that you want. There is only furniture animation . Technically you can take the .hkx and add it to the idle list. But it will crash the CK. I can't tell you why it does not work now without seeing all files. Have you set the package target - linked ref - your keyword in the package? Also have you tried to use console command "GetPackageTarget" to see if they have any target while running your scene ?I added the hkt files to the gameplay > anims list as outlined in the post before under the 'loose' anims section, now I can select the proper anims as idleAnims in the topics.. And they work, also in the CK, they even play in the preview window.. perhaps the hkt files need to be physically there for the CK not to crash? But I'll need even more if I want to have the hugging anim, and the dialogue wheel present while it's playing.For now I'm trying to get my hand on a better hugging animation and I will work from there. Edited April 9, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
kitcat81 Posted April 9, 2018 Share Posted April 9, 2018 You are right, this one did not crash. I tried another one some time ago and that one causes me a CTD. But it still adds animations as separate files -enter-exit-loop etc. They are not synchronized with each other...Though maybe it's possible to use it for companion when player is in the first person. Out of curiosity i tried to make a quest with the package and furniture marker. It worked for me , but only for 1 actor . I mean it randomly worked either for NPC or player. One used the marker and another one seemed to be unable to enter the marker. So it needs more exploration. Link to comment Share on other sites More sharing options...
Reginald001 Posted April 9, 2018 Author Share Posted April 9, 2018 (edited) You are right, this one did not crash. I tried another one some time ago and that one causes me a CTD. But it still adds animations as separate files -enter-exit-loop etc. They are not synchronized with each other...Though maybe it's possible to use it for companion when player is in the first person. Out of curiosity i tried to make a quest with the package and furniture marker. It worked for me , but only for 1 actor . I mean it randomly worked either for NPC or player. One used the marker and another one seemed to be unable to enter the marker. So it needs more exploration. Yeah that's the behavior I got initially. I figured two separate keywords should solve that, which is why I added those. There is one paired and working animation in the animation furniture rugs mod. I used it and saw a couple of my settlers holding hands in perfect sync. Perhaps I should look into that one... A package to draw Ivy closer would already be nice, I'm going to check some things out to see if I can make a custom package that just makes her stand very close to the player, at least. Perhaps then all I need is to 'bend her head' a bit towards the player, using a dialogue topic idleAnim. Edited April 9, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
dagobaking Posted April 9, 2018 Share Posted April 9, 2018 (edited) This is what I needed. Can't believe I read over this!I implemented this as you said, and can now reference it in a dialogue scene, without having to resort to scripting or packages. I can add multiple idle anims for all the phases of the hug. I should be able to make it pretty seemless. Regardless of this, I learned a great deal about packages, scripting and other things while on this deep dive into animation and I'll continue experimenting with both ways. I feel that adding idles like this might add more incompatibilities with other mods than going the scripted route. So this topic is not done by a long shot. :smile: (edit) Ok by adding it to the idle anims, it now works. But of course the players are out of alignment and the anim doesn't seem to play on the player (as it's not a 1st person anim). I'll try to find an animator that can help me with proper animations, now that I know how I want to implement it. The player will need a 1st person and 3rd person anim, Ivy a 3rd person anim. Cool. Great to hear that there was some progress. Yes. Aligning characters for paired animations is tricky. I have spent many hours testing many different ways to do it. The way that I rely on most is actually to use an invisible furniture with multiple attach points in the same place, then use SnapToInteraction to lock them in. But, as kitcat81 pointed out earlier, that does cause teleporting. So, I also made a transition system that is pretty similar to the vanilla furniture enter/exit system. Just maybe a little easier to control in non-furniture contexts. Also, many of these approaches don't work with the player in 1st person mode. I force the player into 3rd person mode and start flycam. I have not really experimented too far with what is possible in 1st person mode like the video you linked to. You are right, this one did not crash. I tried another one some time ago and that one causes me a CTD. This might have been caused by a special annotation call in a specific animation file. Edited April 9, 2018 by dagobaking Link to comment Share on other sites More sharing options...
Reginald001 Posted April 9, 2018 Author Share Posted April 9, 2018 (edited) Ok. By total coincidence, or just hard determination.. but mostly the help from you guys... I suddenly have exactly what I needed (!) I created a custom 'standnearplayer' package, added an observation target and applied that to her dialogue topics. Then I added the ivyHugging animation to the idle anims list in the package. And voila... she was making the hugging motion as she was talking to me. That means the solution was to make a simple package, instructing Ivy to play an idle. The idle tab there allows sequencing and whatnot, so you can smoothly transition the lot. Positioning and angles must still be done by script for the player to reciprocate, and a 1st person anim must be made for the player, but for now my task is done until I can either create the proper anims myself, or have someone create them for me. Thanks for all the tips and tricks, couldn't have done it without all this help! Edited April 9, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
kitcat81 Posted April 9, 2018 Share Posted April 9, 2018 (edited) Thast's great to know! And thank you both for useful tips.I have also figured something out. Made it work with the furniture marker using the Slot Machine Quest as a reference for my quest. The reason it only worked for 1 actor was that they both wanted to use the same interaction point. There was an additional keyword for the zero furniture interaction point that was lost after duplicating. It also had to be added to one of aliases who take part in the scene , it makes the alias use the zero interaction slot that can't be used without this keyword. And I have finally learnt to ceate animated scenes :smile: Edited April 9, 2018 by kitcat81 Link to comment Share on other sites More sharing options...
dagobaking Posted April 10, 2018 Share Posted April 10, 2018 Ok. By total coincidence, or just hard determination.. but mostly the help from you guys... I suddenly have exactly what I needed (!) I created a custom 'standnearplayer' package, added an observation target and applied that to her dialogue topics. Then I added the ivyHugging animation to the idle anims list in the package. And voila... she was making the hugging motion as she was talking to me. That means the solution was to make a simple package, instructing Ivy to play an idle. The idle tab there allows sequencing and whatnot, so you can smoothly transition the lot. Positioning and angles must still be done by script for the player to reciprocate, and a 1st person anim must be made for the player, but for now my task is done until I can either create the proper anims myself, or have someone create them for me. Thanks for all the tips and tricks, couldn't have done it without all this help! package.jpg Well done! I'd like to see how that looks. Thast's great to know! And thank you both for useful tips.I have also figured something out. Made it work with the furniture marker using the Slot Machine Quest as a reference for my quest. The reason it only worked for 1 actor was that they both wanted to use the same interaction point. There was an additional keyword for the zero furniture interaction point that was lost after duplicating. It also had to be added to one of aliases who take part in the scene , it makes the alias use the zero interaction slot that can't be used without this keyword. And I have finally learnt to ceate animated scenes :smile: Yes. Those interaction points are really finicky. Another thing that it will do is if you change the furniture nif to a different marker or something it will completely clear all of the interaction points that you had put in. So, now I edit those with FO4Edit. With all of this success, I'm now jealous that I'm over here stuck on a stubborn, maybe unfixable, problem. :( Link to comment Share on other sites More sharing options...
kitcat81 Posted April 10, 2018 Share Posted April 10, 2018 Ok. By total coincidence, or just hard determination.. but mostly the help from you guys... I suddenly have exactly what I needed (!) I created a custom 'standnearplayer' package, added an observation target and applied that to her dialogue topics. Then I added the ivyHugging animation to the idle anims list in the package. And voila... she was making the hugging motion as she was talking to me. That means the solution was to make a simple package, instructing Ivy to play an idle. The idle tab there allows sequencing and whatnot, so you can smoothly transition the lot. Positioning and angles must still be done by script for the player to reciprocate, and a 1st person anim must be made for the player, but for now my task is done until I can either create the proper anims myself, or have someone create them for me. Thanks for all the tips and tricks, couldn't have done it without all this help! package.jpg Well done! I'd like to see how that looks. Thast's great to know! And thank you both for useful tips.I have also figured something out. Made it work with the furniture marker using the Slot Machine Quest as a reference for my quest. The reason it only worked for 1 actor was that they both wanted to use the same interaction point. There was an additional keyword for the zero furniture interaction point that was lost after duplicating. It also had to be added to one of aliases who take part in the scene , it makes the alias use the zero interaction slot that can't be used without this keyword. And I have finally learnt to ceate animated scenes :smile: Yes. Those interaction points are really finicky. Another thing that it will do is if you change the furniture nif to a different marker or something it will completely clear all of the interaction points that you had put in. So, now I edit those with FO4Edit. With all of this success, I'm now jealous that I'm over here stuck on a stubborn, maybe unfixable, problem. :sad: What's the problem you got stuck with? Link to comment Share on other sites More sharing options...
Reginald001 Posted April 10, 2018 Author Share Posted April 10, 2018 (edited) Ok. By total coincidence, or just hard determination.. but mostly the help from you guys... I suddenly have exactly what I needed (!) I created a custom 'standnearplayer' package, added an observation target and applied that to her dialogue topics. Then I added the ivyHugging animation to the idle anims list in the package. And voila... she was making the hugging motion as she was talking to me. That means the solution was to make a simple package, instructing Ivy to play an idle. The idle tab there allows sequencing and whatnot, so you can smoothly transition the lot. Positioning and angles must still be done by script for the player to reciprocate, and a 1st person anim must be made for the player, but for now my task is done until I can either create the proper anims myself, or have someone create them for me. Thanks for all the tips and tricks, couldn't have done it without all this help! package.jpg Well done! I'd like to see how that looks. Thast's great to know! And thank you both for useful tips.I have also figured something out. Made it work with the furniture marker using the Slot Machine Quest as a reference for my quest. The reason it only worked for 1 actor was that they both wanted to use the same interaction point. There was an additional keyword for the zero furniture interaction point that was lost after duplicating. It also had to be added to one of aliases who take part in the scene , it makes the alias use the zero interaction slot that can't be used without this keyword. And I have finally learnt to ceate animated scenes :smile: Yes. Those interaction points are really finicky. Another thing that it will do is if you change the furniture nif to a different marker or something it will completely clear all of the interaction points that you had put in. So, now I edit those with FO4Edit. With all of this success, I'm now jealous that I'm over here stuck on a stubborn, maybe unfixable, problem. :sad: Hah! Right now it looks bad as I don't have the proper animation.And I need to figure out a way to stop Ivy from pushing the player back when she comes close, but it works, technically... I did a shout out for an animator, but I'm afraid I'll get stuck on that part, there are no animators interested in making a hugging anim, it's all porn anims and whatnot.. (Leito and Crazy).. I am (extremely) proficient in 3dStudio Max 2010, I even have certificates for it and what not, but I'm just not willing to learn the whole rigging, animation, biped and that jazz again for a new version (plus I don't have any working version of 3dsMax any more and I can't afford it). It was a pain then and it's a pain now... getting the anim good myself will take tedious weeks without progress on my mod and without a guarantee for success... :sad: Plus I don't have a 3d package or any of the needed tools, and I'm not learning a different 3d package from scratch, such as Blender, then I'm looking at months of a learning curve for just this one feature among the tens of features she already offers. So if you know any animator that could help me out!!! :smile: Edited April 10, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
dagobaking Posted April 11, 2018 Share Posted April 11, 2018 What's the problem you got stuck with? Getting the Player character to play an animation dynamically through a furniture. In other words, lining the player character up to be placed at and facing the exact location of a furniture. Then playing an idle. Plus, doing this while in FlyCam mode. I have a process that does this well for NPC characters. But, the same commands don't work on the player character and the alternatives either cause the character to jitter around badly or slide out of the object. Hah! Right now it looks bad as I don't have the proper animation.And I need to figure out a way to stop Ivy from pushing the player back when she comes close, but it works, technically... I did a shout out for an animator, but I'm afraid I'll get stuck on that part, there are no animators interested in making a hugging anim, it's all porn anims and whatnot.. (Leito and Crazy).. I am (extremely) proficient in 3dStudio Max 2010, I even have certificates for it and what not, but I'm just not willing to learn the whole rigging, animation, biped and that jazz again for a new version (plus I don't have any working version of 3dsMax any more and I can't afford it). It was a pain then and it's a pain now... getting the anim good myself will take tedious weeks without progress on my mod and without a guarantee for success... :sad: Plus I don't have a 3d package or any of the needed tools, and I'm not learning a different 3d package from scratch, such as Blender, then I'm looking at months of a learning curve for just this one feature among the tens of features she already offers. So if you know any animator that could help me out!!! :smile: You don't really need to learn much to make animations and the rigging, guide, process and tools are all already done here: https://www.nexusmods.com/fallout4/mods/16694 Are you a student? If so, you can get a student copy of the 3DSMax that you would need for free here: https://www.autodesk.com/education/free-software/3ds-max Link to comment Share on other sites More sharing options...
Recommended Posts