Link request (if there are any)

Post » Tue May 17, 2011 8:43 am

I've been having trouble exporting animated NIFS, and was hoping someone out there has seen or made a tutorial that outlines the process using Blender.

I know its more of a job for Studio Max, but I don't have it yet.
(Please, do not post links to where I might get it :nono:, unless Autodesk is holding sale :celebration: )
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anna ley
 
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Post » Tue May 17, 2011 2:48 pm

Hello Gizmo,

First, you will probably get more and better responses to this in the GECK section, as that is where modders usually consult with other modders.

Second, animated objects are the same in fallout 3 as they were in oblivion. The only differences are that the files have a slightly different header (which the nifscripts take into account) and constraints use a different setup (you only need to use constraints for havok-capable meshes like creatures).

Now here are some useful links:
http://cs.elderscrolls.com/constwiki/index.php/Category:Animation_Tutorials <-Animation section on the oblivion cs wiki. You should read the basic animation tutorial as it profides good explanations on what the different blocks in animated .nifs do.

http://cs.elderscrolls.com/constwiki/index.php/NifSkope_Alchemy <-This is a basic guide to using nifskope. You will have to do some editing in nifskope after exporting.

Unfortunately, there isn't a simple tutorial focused on creating animated objects that I am aware of. However, the process can be broken down into steps requiring a specific knowledge base, and there are tutorials aimed toward those goals.

In order to create animated static (not npcs or creatures) objects you are going to have to:

1. Create a mesh and texture a mesh

2. Create an armature

3. Rig your mesh to the armature

4. Create animations

5. Splice it all together in nifskope

6. Possibly set up an activation script in the GECK to call the correct animations on your object.

Which of these steps have you done before and which do you need help with?
Also, if anyone knows of specific tutorials for animated objects, please post them.
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Carlos Rojas
 
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Post » Tue May 17, 2011 12:23 pm

Hello Gizmo,

First, you will probably get more and better responses to this in the GECK section, as that is where modders usually consult with other modders.

Second, animated objects are the same in fallout 3 as they were in oblivion. The only differences are that the files have a slightly different header (which the nifscripts take into account) and constraints use a different setup (you only need to use constraints for havok-capable meshes like creatures).

Now here are some useful links:
http://cs.elderscrolls.com/constwiki/index.php/Category:Animation_Tutorials <-Animation section on the oblivion cs wiki. You should read the basic animation tutorial as it profides good explanations on what the different blocks in animated .nifs do.

http://cs.elderscrolls.com/constwiki/index.php/NifSkope_Alchemy <-This is a basic guide to using nifskope. You will have to do some editing in nifskope after exporting.

Unfortunately, there isn't a simple tutorial focused on creating animated objects that I am aware of. However, the process can be broken down into steps requiring a specific knowledge base, and there are tutorials aimed toward those goals.


Thanks very much for the reply; I hadn't seen one of those and will study it tonight. :foodndrink:
There is a custom creature tutorial that I've seen before......
Here it is http://cs.elderscrolls.com/constwiki/index.php/Blender/Creature_Meshes_101

My main problem is not getting meshes into FO3, or getting them to deform on a the official skeleton, but it is getting new animated objects to export via the nifscripts (there is something simple that I'm missing :banghead:)

For instance... I am trying to get the wheels on [http://www.youtube.com/watch?v=B7nxZUeAe0w] to roll and for the body to tilt a bit ~as a walk cycle; But the Nifscripts throw an assertion error. It is that I am unfamiliar with this process (this is the first time I've tried something like this with my models).

In order to create animated static (not npcs or creatures) objects you are going to have to:

1. Create a mesh and texture a mesh

2. Create an armature

3. Rig your mesh to the armature

4. Create animations

5. Splice it all together in nifskope

6. Possibly set up an activation script in the GECK to call the correct animations on your object.

Which of these steps have you done before and which do you need help with?
Also, if anyone knows of specific tutorials for animated objects, please post them.
Tonight I'll be trying to add an armature to the axle. Yesterday I was trying virtex animation (and the Nifscripts don't seem to like that on a mesh with an armature). I suppose what I need help with most is in fact the GECK, and setting up animations to call. I would also like to have it so that this object is auto equipped when you "take" it into inventory, and auto dropped, when you un-equip it. First though, I want the wheels to spin when moving, and be stationary when stopped.
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My blood
 
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Post » Tue May 17, 2011 7:12 am

I'm not sure how you have set up your car, but you can't have an object both animated and responding to havok at the same time using the fo3 engine. What this means is that even if you have an armature set up and scripts telling your car to spin the wheels when you push the forward key the car will play the animation but will not respond to the environment. You would have to set up a very in depth system of checks in your script to get the grade of the land, to generate small jumps instead of tracking to the ground, to do turns, etc.

I really can't help you do that script as I am not a very good scripter. There has been a lot of interest in getting cars in fallout 3, so maybe you can get someone to help you with the scripting in the GECK forum. You should check out the rideable motorcycle mod for inspiration at the very least. I hope that you can come up with something decent, but trying to use an animated object won't be simple by any means. Sorry I can't help you further.
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Chris BEvan
 
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Post » Tue May 17, 2011 1:18 pm

Sounds daunting; but also sounds like a fun challenge. Even if I can't get it to work, the attempt will teach me a lot, and be worth it. :goodjob:
I've got a few other mod ideas that will benefit from the better understanding of the engine tat this project will bring about.
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Lizbeth Ruiz
 
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