[REQz] Dual Powerfists

Post » Mon Apr 04, 2011 11:39 am

I've always been wondering if it would be possible to have the various unarmed weapon take both hands and then in turn animate like the regular fists, using both hands. I know the left fist weapon would have to been an armour taking up the glove slot but what could be done is if the player has two powerfists and uses either a menu or activator to combine them the weapons, damage and weight are doubled and whenever the player has the weapon equipped the left powerfist is equipped as an armour.

Now I'd likely be able to do that scripting myself but I'm not very skilled in modeling by any means so I wouldn't be able to make the left handed powerfist. If anyone could make such a model I would be very appreciative. Also if someone does take this one might I also request an armour that is two power fists? It'd be kind of cool to keep the fists on while using other weapons.

Thanks in advance to anyone who checks this out.
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Tanya Parra
 
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Post » Mon Apr 04, 2011 6:29 pm

Wow I'm really quite surprised there isn't more interest in this.
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Allison C
 
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Post » Mon Apr 04, 2011 8:32 pm

Would be cool, but I'm not a fan of the Unarmed skill (I think its really weak)... I had an idea to make it balanced with other comat skills, but I don't have the skills to make that mod. It uses dual-unarmed weapons, so if you're interested I can "inspire" you. Anyway, good luck!
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Shannon Marie Jones
 
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Post » Mon Apr 04, 2011 3:07 pm

Mirroring meshes is tricky weird, you'll need an actual modeller to do it :/.
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James Potter
 
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Post » Tue Apr 05, 2011 12:38 am

Not to mention if you want to script it so that each fist can be controlled, or both used at the same time. Then if they are done at the same time, then it would look weird, and then....

So yeah, there would be alot of work to do. However, I would love to see Unarmed get an overhaul.... :D
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Rhi Edwards
 
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Post » Mon Apr 04, 2011 1:10 pm

Well what I'm thinking is that it could simply be the same animations as brass knuckles or bare fists, really the only thing blocking my way is the model.
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Ezekiel Macallister
 
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Post » Mon Apr 04, 2011 7:45 pm

ill have a crack at it.
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Hope Greenhaw
 
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Post » Mon Apr 04, 2011 8:29 am

Awesome thanks!
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RaeAnne
 
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Post » Mon Apr 04, 2011 6:24 pm

looking at it, it has two parts, the glove part and then the machine part (which is animated). However because it is animated it can only be rigged to the single bone...this case the weapon bone.

I dont think it is possible :shrug:
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K J S
 
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Post » Mon Apr 04, 2011 1:35 pm

Well what if the hydraulic animation was cut out? To be honest it actually drives me insane.
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Sunnii Bebiieh
 
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Post » Mon Apr 04, 2011 4:23 pm

Remove the weapon animation, and simply leave it as a model, then... I guess it is plausible. :P

However, I would prefer hulk gloves, that make cool sounds everytime I punch someone.

Hmmm.....
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Ezekiel Macallister
 
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Post » Tue Apr 05, 2011 12:13 am

cutting the piston anim out will work certainly. mirroring the mesh and rigging is very simple. but as mentioned by da mage- if in fact you wanted the piston anim to play during an attack, I believe you will be editing the attack animations and adding a new controlled block in there. actually doable, but the required skill set is rare.
if you don't want it to animate the pistons, its very easy. but you could get clever and try attaching it to the left forearm or twist bone. perhaps it'll let you. then you could definitely get the steam jets tp play as cycle anims. to correctly align any item you are going to prn bone attach-import body and skeleton. position item where you want it to fit on the character. match the pivot center/rotations of the item to the bone you are going to attach it to. move mesh to 0xyz. that'll see it in the correct position in game.


if prn doesn't work on forearm twist bones, it should in theory, but never tested it in f3. you could just rig to the forearm or twist bone and be done with it.
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Sweets Sweets
 
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Post » Mon Apr 04, 2011 9:30 am

You should be able to add the piston movements with a bit of copy-pasting in NifSkope. I can give it a shot?
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katie TWAVA
 
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Post » Mon Apr 04, 2011 7:37 pm

Go ahead. :)
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Tinkerbells
 
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Post » Mon Apr 04, 2011 10:18 am

Do either of you guys have any updates by any chance?
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Jordyn Youngman
 
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Post » Mon Apr 04, 2011 12:18 pm

I'm waiting for the fists to get done, it'll only take half an hour to edit the animation.
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Courtney Foren
 
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Post » Mon Apr 04, 2011 2:39 pm

Im confused as to how you'll do the animation TalkieToaster,

The gloves are split into two parts, there is a the small under glove, which is rigged to the hand, thne therei s the large piston part which is rigged only to the weapon node, hence it can have an animation.

Im just wondering how the GECK connects the two together, if it does it in a way that allows more parts to be added on, you could make another piston mesh rigged to the bone on the other side...

Im just downloading/installing the GECk now to hava look.

EDIT: The glove part (which is rigged to mutliple bones, not animated) is an armor add-on that is equipped with the fist. the powerfist uses the animated single node piston mesh as the weapon mesh. I dont think is possible at all, you can try but as far as i can see its not gonna happen.
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Damien Mulvenna
 
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Post » Mon Apr 04, 2011 2:44 pm

Nifskope. Last three blocks in h2hattack point at the glove's moving parts, copy & paste them to left-handed punch animations, job done.

Binding the left fist to the skeleton in such a way as to make use of it isn't my job :P.
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Shirley BEltran
 
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Post » Mon Apr 04, 2011 6:19 pm

You guys are gods. :P
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Shiarra Curtis
 
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Post » Mon Apr 04, 2011 10:46 pm

here's the rigged glove part- the easy part. I just mirrored it and copy the rigging across. the normals are slightly different- as had to collasps the mesh to poly- which fubars them, so I set them up by hand, you'll probably not notice if there were errors. http://www.megaupload.com/?d=V4R6VU5S

setting up the rigid part is the annoying bit. I'm not making a stab at it unless no one else can work it.

TTT- its a little more complex than that. the powerfist animation set doesn't even attack with the left fist ever.

edit 2: I think you'll want to chnage the animation set to use the normal h2h set. add controlled blocks for the pistion nodes to the right handed attack anims. then do the same with the left but change the block name of the pistons in the L hand pfist to ##PistionsL or something, and keep that naming convention in the controlled blocks of the left handed animations. that way the left and right pistions aren't both shooting off at the same time when only one of the fists is being used. ?
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Milad Hajipour
 
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Post » Mon Apr 04, 2011 5:10 pm

What's this? Helpful and skilled replies with several modders communicating and talking to figure out and expand knowledge to further the skills of all said modders and create an even stronger and progressive creative community? And not one insult?

Did I just step into the Morrowind modding forums circa 2004?

I haven't been around for a while but if this is the state of the community I might have to stick around longer!
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~Sylvia~
 
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Post » Mon Apr 04, 2011 3:34 pm

Exactly! Well put, sir!

Sure I don't remember much from back then, but it was more, what's the word.. "civilized".
Anyway, sounds mighty awesome, I think this mod might actually make me add some points to the unarmed skill XD
I modded Morrowind way back in the day, unfortunately atm this is just beyond my league. Now to find some intel :P
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John N
 
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Post » Mon Apr 04, 2011 11:43 pm

TTT- its a little more complex than that. the powerfist animation set doesn't even attack with the left fist ever.
edit 2: I think you'll want to chnage the animation set to use the normal h2h set. add controlled blocks for the pistion nodes to the right handed attack anims. then do the same with the left but change the block name of the pistons in the L hand pfist to ##PistionsL or something, and keep that naming convention in the controlled blocks of the left handed animations. that way the left and right pistions aren't both shooting off at the same time when only one of the fists is being used. ?
Well, yes. That's basically what I was going to do, except using the existing powerfist anims and the altered left ones to form an Attack8 set to avoid any conflict with animation replacers.
To do the rigid bit you might be able to stick the second glove in the first's nif the same way flamers etc. handle backpacks? They have the backpack prned to a single node, after all.

QuidProQuo: I didn't want to insult anyone before but I certainly do now.
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Doniesha World
 
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Post » Mon Apr 04, 2011 10:19 pm

Well, yes. That's basically what I was going to do, except using the existing powerfist anims and the altered left ones to form an Attack8 set to avoid any conflict with animation replacers.

fair enough

To do the rigid bit you might be able to stick the second glove in the first's nif the same way flamers etc. handle backpacks? They have the backpack prned to a single node, after all.

Well, yes. thats basically how it'll have to be done. I could give you a super quick test version to experiment with(it attachment is probably going to be off, I'm not actually sure how to reconstruct its placement in scene to the weapon bone untill I try)...... tbh I was just waiting to see how this is over come- once the powerfist is prned correctly to a left forearm twist, the pivots/translation will be changed in object space, I really don't think I can get around that easily. and afaik the existing animation blocks you want to reuse, need that information. even if handled carefully, as not to upset its current pivots in relation to each part of the object, what I expect to happen is at best the pistons to move backwards or something. and so just thinking, because you'd want to prn it to a different bone, ie left forearm twist for example, it will certainly have to completely different transforms. and the controlled blocks will be like weee! lets just go this nonsensical direction, woot! so I think what would need to be done, is just to do it from scratch. pretty easy actually, once the left rigid part is set up in the right place. Its what I'd do so wouldn't have to think of stupid jiggery pokery workarounds.

so is the no else doing that bit of nif pokery?
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LittleMiss
 
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Post » Mon Apr 04, 2011 5:07 pm

Is this project still kicking guys?

*Prepares for Necromancy Charges* :banghead:
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Alexis Estrada
 
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