Do you have to animate all custom items?

Post » Sat May 28, 2011 4:43 pm

If i was to make a sword and (hopefully) some armour, would i have to animate them? i thought that the only mods you had to animate were guns when the thingy slides back or whatever.
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Skrapp Stephens
 
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Post » Sat May 28, 2011 10:03 pm

no
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sarah
 
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Post » Sat May 28, 2011 12:03 pm

Armour and clothing needs to be weight-painted though. http://www.fallout3nexus.com/articles/article.php?id=196 about it for blender. It's a creature, but you'll need to do pretty much the same things for NPC/Player clothing.
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 9:02 am

They use the same skeleton as the base character mesh, just need to weight everything properly.
For weapons like a sword you should be able to do a solid 100% weighting to the hand bone,
alternatively you could probably just import your mesh into another weapon nif and replace the mesh info,
that way you have a reference as to where to place the grip.
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Cccurly
 
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Post » Sat May 28, 2011 5:39 pm

You don't generally weight-paint weapons, they are handled differently.
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candice keenan
 
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Post » Sat May 28, 2011 2:44 pm

You don't generally weight-paint weapons, they are handled differently.

fixed :D
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 5:59 pm

Well, it depend on how you define "weapon". You need to weight-paint ammo backpacks and fuel tanks, the glove for the flaming sword etc. :)
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kasia
 
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Post » Sat May 28, 2011 10:48 pm

Well, it depend on how you define "weapon". You need to weight-paint ammo backpacks and fuel tanks, the glove for the flaming sword etc. :)

true.

You do not need to rig ammo backpacks or fuel tanks. I don't think any of them are rigged in vanilla. they use the same attachment system as every other weapon. The glove is the only thing that is rigged.... and that is entered as an armor addon. So i consider that an armor addon not a weapon. However if you said powerfist or brassknuckles, then I'd agree.
actually... as it happens powerfist and brassknuckles are entered as armor addons as well. So I am actually lead to believe that there are no rigged weapons at all.
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Sarah Knight
 
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Post » Sat May 28, 2011 9:57 pm

You do not need to rig ammo backpacks or fuel tanks.

Seems you're correct! They're tied to the node instead. (armour add-ons in general can be rigged though)
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Connie Thomas
 
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Post » Sat May 28, 2011 2:17 pm

Seems you're correct! They're tied to the node instead. (armour add-ons in general can be rigged though)
I think it's a must, rather. Addons have to be rigged, weapons are never rigged.
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GLOW...
 
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Post » Sat May 28, 2011 5:07 pm

I think it's a must, rather. Addons have to be rigged, weapons are never rigged.

I have made armor that's not rigged... I would be surprised if Addons absolutely have to be rigged. I can't say for certain or not if i have actually done so.
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Trista Jim
 
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Post » Sat May 28, 2011 9:48 pm

Seems you're correct! They're tied to the node instead. (armour add-ons in general can be rigged though)


Actually Armor Add-Ons CAN ONLY be rigged as any Prn Attached items will not show on actors and Weapons CAN ONLY be Prn Attached as any Skinned Weapon will not show on actors.
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Mason Nevitt
 
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Post » Sat May 28, 2011 11:52 pm

I have made armor that's not rigged... I would be surprised if Addons absolutely have to be rigged. I can't say for certain or not if i have actually done so.
Things in a small number of slots (e.g. hats, glasses) can be parented to the head, but I don't think they can be stuck anywhere else. Addons aren't classed as being one of the special parentable slots.
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lacy lake
 
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Post » Sat May 28, 2011 5:03 pm

Things in a small number of slots (e.g. hats, glasses) can be parented to the head, but I don't think they can be stuck anywhere else. Addons aren't classed as being one of the special parentable slots.

so far I have Prn attached armor to spine and forearm bone. which leads me believe any bone can be used.
wasn't sure about the Addons though.
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DAVId MArtInez
 
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