Fallout 3 Biped?

Post » Thu Apr 01, 2010 5:34 pm

http://www.tesnexus.com/articles/article.php?id=143

Is there somehow this method could work with Fallout 3? I know the bipeds in Fallout 3 need to be configured somehow - does anyone know?

Thanks
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Rach B
 
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Post » Thu Apr 01, 2010 10:15 pm

Unless I misunderstand what you mean, this has already been done for Fallout 3. Check out the Groovatron mod.
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Misty lt
 
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Post » Fri Apr 02, 2010 2:55 am

fallout is nearly the same in this respect. niftools doesn't support biped. So if you are more comfortable working with biped instead of bones, or have mocaps, just use biped. then convert the biped to bones for export. I say that like it is simple heh.
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Franko AlVarado
 
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Post » Thu Apr 01, 2010 10:41 pm

What is the difference between Biped and bones anyway?
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Jessica Lloyd
 
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Post » Fri Apr 02, 2010 1:43 am

Well we have created perfect animations in 3ds max. Biped and Fallout 3 skeleton is used - But we still cannot get it working in Fallout 3. Maybe we are importing it into the GECK the wrong way? Are there any alternative ways we can get them in-game successfully? Thanks!
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Crystal Birch
 
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Post » Fri Apr 02, 2010 3:09 am

TK- Biped is a basically max's premade skeleton. Its pretty much bones- you can set up any contraints and wireing you want to it. people use it because it quick and easy to make compared to normal bone rig, you just drag it out on screen. And has some cool features like footstep mode, point and click stuff. It was mostly used for biped characters, but now it has had some attention by autodesk and supports things like quadruped. and of course mocaps and integration in motion builder. Tbh I've only play'd with it.

Simazzarome- you could be doing anything wrong. are you using the kfupdater found on Fallloutnexus instead of tesnexus? aparently that solved someone elses issue with the same question but, oddly in tes4.
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Marine x
 
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