kryth Posted January 15, 2009 Share Posted January 15, 2009 Anyone know how to get bleeding animation to repeat over and over, or to continue for a duration? Link to comment Share on other sites More sharing options...
deliverance6 Posted January 15, 2009 Share Posted January 15, 2009 i only know of "Tsb X" (toggle screen blood - X being the amount of decals) as a console command, chances are you'd have to find the anmation for it and then script a Playgroup BloodanimationIdleNameHere 1 and assign it to you're npc Link to comment Share on other sites More sharing options...
Skree000 Posted January 15, 2009 Share Posted January 15, 2009 usually most effects like this are referred to as particle effects or emitters. if instead of animations. Particles and emitters encompass things like: dirtsmokebloodsplashes(some)fog(some) watersparksfireexplosions(some)bullet casing ejectionssteam(some)'heatwaves' (distortion) etc Mostly things that 'emit' or 'spawn' either a sprite or a mesh. I havent really bothered taking a look yet to see how its organized in the GECK but if its like most games, bleeding effect you are looking for is probably called a 'hit effect' and is referred to as an emitter, particle effect or FX element. Animations usually only refer to the movement of pre-existing objects and multipartite meshes, such as people, vehicles, weapons, doors, containers, mounts/animals etc.(things that have predetermined bones, hinges or constraints)If the 'animation' involves the generation of new elements (ie. a blood spray) it is probably an emitter or particle effect instead of an animation. Often times the emitters and particle effects can be setup to trigger in the middle of an animation on a model, so I was wondering when you said bleeding animation, if you meant the sort of painful recoil effect people do in game when you shoot them in the face or something (the knockback and stumble, hold your face type animation) Might help speed up your search ! Link to comment Share on other sites More sharing options...
kryth Posted January 16, 2009 Author Share Posted January 16, 2009 Okay, I think I found the right things. They're called addon nodes. They're under special effects in the Geck. I can't figure it out. How to 'spawn' them on to a model. (guess that's what i want to do). Anymore help. Link to comment Share on other sites More sharing options...
Skree000 Posted January 16, 2009 Share Posted January 16, 2009 To make the particle effect of a muzzle flash on a weapon we place a bone node at the tip of the barrel in our 3d program. When imported into nifskope, this becomes a NifNode object. The Geck recognizes bone names on objects if those objects are declared a valid type. (then it knows what to look for) For example, if an object is declared a weapon (uses a weapon form template in Geck) it will be looking for nodes called: gun name <-- replace with gun's name...This is the Root node (all guns will have a root node named the guns name)gun name2 (For multi-part weapons that consist of seperate elements ie a detached rail or something else that is physically a seperate object, perhaps requiring a seperate texture. (Ie. the Assault rifle uses 2 textures one for the wooden parts roughly, and one for the metal parts (basically)##>gunInitials<Stock##>gunInitials<Shells##>gunInitials<Trigger1##>gunInitials<Trigger2 (some guns have 2)##>gunInitials<Lever##>gunInitials<Clip##>gunInitials<Bolt##>gunInitials<Magazine##>gunInitials<MagRelease(parts starting with ## I believe are animation bones used in conjunction with firing, reloading and jamming animations where the hands will interact with the object)(ie. ##ScarClip would be the name of the clip bone node that has the Clip mesh parented to it. ShellCasingNodeProjectileNode These two nodes are simply dummy object placeholders that MUST be named properly for GECk to recognize themShellcasingnode is a bone object that generates shell casings of the desired type whenever the weapon is fired, they originate from the center of that bone node.ProjectileNode is a bone object that generates muzzle flashes whenever the weapon is fired. These bones orientation matters so the muzzle flashes dont appear sideways or backwards LOL I havent really looked at how blood works but I believe it works like this: Player weapon shoots at player modelPlayers weapon generates a 'ray' or invisible line outwards from the barrel. If the ray intersects a playes mesh, a collision is detected.If the ray hits a texture designated as a fleshy material, the Hit effect will generate the specified particle(s) and apply a decal to the model Your job would likely be not in seeking out the models in particular, but looking for the properties in the Blood Emitter hit effect, and setting it to Loop indefinitely, and or add a conditional value that terminates when player uses X item (stimpack for example) This sounds like it would require some heavy detective work and knowledge of scripting to modify this effect (if its modifyable at all) :( As such, Although its good news about your discovery with addon nodes, I believe your goal lies in finding the Bleed effect which (i would assume) is NOT an addon node. Nodes are specific localized dummy objects that are placed around key points on a model to generate something... Since blood can eject from anywhere on the flesh surface, I would safely assume it is a procedural effect generated in real time whenever a Shoot collision is detected upon a flesh surface, and from that point (where the 'blood stain' decal is applied) it will generated a short-lived Blood Emitter.Since blood can eject from any surface on the model, and we do NOT coat our models in dummy object nodes, Its safe to say the bleed effect is done via Material hit effects and not from a node. But there may be a blood generating node effect, who knows. Mayeb THATS what is referenced by the hit collision detection upon a fleshy surface. Link to comment Share on other sites More sharing options...
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