[WIPz] Firestarter

Post » Thu Nov 18, 2010 12:26 pm

porting anims to fo from ob doesnt work, the bones are all differrent rotation in the idle pose ( like 90 degrees differrent in the case of the root) which makes anything you do get in look like some horrible combination of scoliosis and fetal alcohol syndrome. Terrible and to be avoided.

You can makeyour own ani in blender though it might be a little more work. Since you basically just want to shove a hand out you could do it with just a couple of keyframes though.
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Scotties Hottie
 
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Post » Thu Nov 18, 2010 4:09 am

There's a tutorial on Nexus by Backsteppo on making a pose in Blender, though the provided file is only female, and I'd prefer both. But that's just a pose, it doesn't move.

I haven't done any Blender Newbie tutorials, usually finding I can just dive in, as long as the tutorial is detailed and in English.
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Nick Tyler
 
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Post » Thu Nov 18, 2010 1:00 pm

Slow going at the moment. Although I have figured out a proper name for the mod and how to implement it into the game. How it can be acquired. Bye bye fire hose boxes :P

Saturday today, so I'll actually try and do something constructive with Blender this time :)
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Lexy Dick
 
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Post » Thu Nov 18, 2010 5:09 am

:sad: I'm putting my foot down on this one and keeping my fireball-filled firehose box beta-y version. I've become accustomed to storming in large buildings and staggering out loaded down with them and my free-aim technique is getting better too. ;)

It's good to see you working on this again. I have no doubt you'll figure it out and the end result will be awesome.
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Alexandra walker
 
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Post » Thu Nov 18, 2010 5:06 am

A wise person once said, "Blender is a hate machine put on this earth to torture us." I do believe that.

I tried, I really did, but after making the hand wave around (isn't there an elbow bone?) and nothing else I stared at the two brief tutorials, thought I understood but just couldn't make it happen. An animator I am not. Obviously :lol:

As I mentioned to Ghouls in regards to bribing someone else to make the animation for me, I can really only bribe (or trade, rather) with creating NPC's and Player characters. But, it doesn't really compare. I'd need to make an entire vault-full of characters, although I can also navmesh the vault and give them all unique lip-synched dialogue as well as wearing re-textured clothing :lmao:

Edit: I think I'm figuring it out, seeing as I have the arms where I want them, or thereabouts. If the hands are as fiddly as they look then I may just try for something a little less complicated. Instead of both arms coming up and pushing out maybe just the one. Similar to the cast target animation in Oblivion.
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Adrian Morales
 
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Post » Thu Nov 18, 2010 12:18 pm

Update.

One custom animation has been done. It's nothing fancy, now to get it to work ingame. Trying to get my character to just do the animation by itself isn't working. I'm probably missing something or maybe it doesn't play for long enough, I don't know.

One of the short tutorials I was following mentioned that one of the tools needed was KF Updater, but nowhere in the tutorial did it mention about it or what to do with it. I don't know if I even need it :shrug:

I used Backsteppo's http://www.fallout3nexus.com/downloads/file.php?id=6968 to make the animation. But, as it's female does that mean I'd need make the animation a second time so male characters can do it, too?

I was also using http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Setting_up for other info but I can't really find anything Fallout-specific so I can get my animation working ingame, or even try and find out if I've not done something properly which is preventing it from working.
I haven't incorporated it into my mod yet, just mainly trying to get the animation actually playing first.
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Setal Vara
 
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Post » Thu Nov 18, 2010 5:54 pm

I know they are really rare around here, but is there anyone who knows about getting custom character animations to work ingame? Unfortunately CuteUnit hasn't been around recently otherwise I wouldn't be posting :)

My simple animation plays alright in Blender, but I can't get it to play ingame. To test I replaced one of the animations from Some Poses (there's a few animations in there despite the name). Maybe that's not the best way to go about it, but I don't know how to do it any other way.

I thought if I can't get it working ingame as a standalone animation I can't imagine me trying to get it set up to actually be used as a weapon animation and fire something :mellow:

Links to recommended tutorials would be welcome as well, if actual people aren't available/don't exist.

Thanks!
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Arrogant SId
 
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Post » Thu Nov 18, 2010 4:45 am

I know they are really rare around here, but is there anyone who knows about getting custom character animations to work ingame? Unfortunately CuteUnit hasn't been around recently otherwise I wouldn't be posting :)

My simple animation plays alright in Blender, but I can't get it to play ingame. To test I replaced one of the animations from Some Poses (there's a few animations in there despite the name). Maybe that's not the best way to go about it, but I don't know how to do it any other way.

I thought if I can't get it working ingame as a standalone animation I can't imagine me trying to get it set up to actually be used as a weapon animation and fire something :mellow:

Links to recommended tutorials would be welcome as well, if actual people aren't available/don't exist.

Thanks!


1. Is it in the right folder(\meshes\characters\_male\IdleAnims)
2. Did you open the .nif and rename the NiControllerSequence to SpecialIdle_XYZ


Also to have the animation play when you fire the weapon, you need to set up a certain script that must be attached to the weapon. I can provide you that later, but best first try to see if the animation works at all properly.
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Devin Sluis
 
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Post » Thu Nov 18, 2010 1:56 pm

Thanks for posting :)
Yes, it's in that folder, and I renamed the NiControllerSequence to SpecialIdle_XXX, same as the brief tutorial I was following. I originally had it without the underscore and extra letters but that didn't work, either.
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Jacob Phillips
 
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Post » Thu Nov 18, 2010 11:38 am

Thanks for posting :)
Yes, it's in that folder, and I renamed the NiControllerSequence to SpecialIdle_XXX, same as the brief tutorial I was following. I originally had it without the underscore and extra letters but that didn't work, either.



Is that actually what you named it, or is that a mixup when you posted? It's supposed to to be XYZ.
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pinar
 
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Post » Thu Nov 18, 2010 5:39 am

Is that actually what you named it, or is that a mixup when you posted? It's supposed to to be XYZ.

Ohhh, so it has to say that, exactly? I thought that was just random and you could put anything.
I'll change that, then :embarrass:

Edit: Just tested ingame and no it's still not playing the animation.
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Chloe :)
 
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Post » Thu Nov 18, 2010 12:07 pm

Ohhh, so it has to say that, exactly? I thought that was just random and you could put anything.
I'll change that, then :embarrass:

Edit: Just tested ingame and no it's still not playing the animation.

Eh you can of course name it whatever you like, it only has to have the suffix SpecialIdle_

And this is definitly an animation that was converted for Fallout(or atleast Oblivion)?

If you like, upload the .nif somewhere, PM me the link and I'll take a look.

EDIT: And make sure you deleted the NiStringPalette in the .nif as well
EDIT: OH AND BY THE WAY, make sure you have TFC on if you are testing this on your own player character, since a regular idleanim like this wont play otherwise(there are ways around this, but more to that later)
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Veronica Flores
 
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Post » Thu Nov 18, 2010 5:33 am

I made it from scratch as the one I wanted I couldn't convert from Oblivion. Poses usually convert fine, but the animation wouldn't. So, with help from CuteUnit, Backsteppo's pose tutorial and a Blender tutorial I did my own.

I don't see any NiStringPalette in the file, so I assume it's not there.
Yes, I have been trying it with TFC on.

I'll PM the link to the file.

Thanks!
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Lauren Denman
 
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Post » Thu Nov 18, 2010 6:44 pm

I made it from scratch as the one I wanted I couldn't convert from Oblivion. Poses usually convert fine, but the animation wouldn't. So, with help from CuteUnit, Backsteppo's pose tutorial and a Blender tutorial I did my own.

I don't see any NiStringPalette in the file, so I assume it's not there.
Yes, I have been trying it with TFC on.

I'll PM the link to the file.

Thanks!


http://i48.tinypic.com/2mqiwi1.jpg, it seems you're just not activating it properly ingame. Create an idleanim in the GECK, point to your .kf file and ingame just go into tfc mode and do player.PlayIdle [IdleName]
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Marion Geneste
 
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Post » Thu Nov 18, 2010 9:31 am

It works? :o Amazing!

I wondered, actually if it'd work on a male character as the file I downloaded for the tutorial was female. http://www.fallout3nexus.com/downloads/file.php?id=6968. I just assumed but I really have no idea. I just follow instructions :)

Thank you! I'll go play in the GECK. I'll later return to ask about intergrating it into my mod. I basically would like a fireball to be launched from the hand. Even if the animation isn't suitable for that I've no problem making another one, now that I know how :)

Thanks again! :goodjob:
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Stephy Beck
 
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Post » Thu Nov 18, 2010 10:39 am

Yes, it works, though it's a bit basic and boring. I might do another one, I think.

Also, I noticed blotchy white squares not long after my character started the animation:
http://img504.imageshack.us/img504/1781/28448111.jpg. What is that?
I've only ever seen that once or twice. Usually on weapons.
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Katy Hogben
 
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Post » Thu Nov 18, 2010 1:19 pm

Yes, it works, though it's a bit basic and boring. I might do another one, I think.

Also, I noticed blotchy white squares not long after my character started the animation:
http://img504.imageshack.us/img504/1781/28448111.jpg. What is that?
I've only ever seen that once or twice. Usually on weapons.

Hm now that's a new, haven't had that before. Maybe try unchecking 'Export Skin partition' when you export the keyfile in blender.
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A Dardzz
 
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Post » Thu Nov 18, 2010 5:00 pm

That fixed it :)

The animation is a little jerky and not quite how I want it. I think I'll do another one, and this time remember to put the left arm down as it looks a bit silly sticking out the side :embarrass:

Thanks!
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Kirsty Collins
 
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Post » Thu Nov 18, 2010 12:51 pm

How's this coming along, I'm looking forward to it.
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Beat freak
 
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Post » Thu Nov 18, 2010 4:59 pm

The main thing at the moment I'm working on is the attack animation. The first one I did svcked :lol: It was too slow and jerky, but I guess alright for a first attempt. I've never followed any proper Blender tutorials just sort of relied on other people telling me how to do things, no matter how complicated. It's how I learnt how to do things in Nifskope.

Sure, I could bribe another modder into helping/making the animation for me, but I'd rather do it myself. To me, if someone else did it then it'd be more their mod than mine as the majority of the mod seems to be the custom animation.

It's still a WIP, it's slow going as it's not as easy as I originally thought it'd be and I have to learn new things :) I'd hoped to have had it done by last Christmas, but that didn't happen. Not sure when it'll be releaseable yet.

Moderator: Closed by request of the OP, to prevent thread hijacking attempts.
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Lisa
 
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