Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=yodaman8888;51819389]All of that is very, VERY doable but here is the problem it would be a MASSIVE undertaking F4s weapon animation structure is frankly retarded [b]each weapon has a bunch of little pieces instead of it being one seamless file[/b] so the workload to actually make even a single animation is huge.
To do what you are asking you would need a team of animators on a scale akin to the teams working on skywind and skyblivion.[/QUOTE]
I'm going to assume this isn't so much a consequence of the engine upgrades as it is the extremely modular system for every weapon? Egh.
[QUOTE=RikohZX;51819645]I'm going to assume this isn't so much a consequence of the engine upgrades as it is the extremely modular system for every weapon? Egh.[/QUOTE]
I actually misspoke what i MEANT to say was each weapon ANIMATION file has a bunch of little pieces dont get me started on the weapon attachment system.
Now on to the good stuff, I'm gonna show everyone just how bad making weapon animations for F4 actually is so grab your butts and sit back. (This is gonna be a long LONG post)
Before we begin you have to use time travel so that you can get a copy of havok content tools as they no longer "exist" or you can pay thousands to get a havok game license...your choice.
here we start off with the folder structure of how animations are stored in F4
[CODE]\Meshes\Actors\Character\animation[/CODE]
These are the THIRD person animation folder and the first person one is nearly identical so its easy to get confused.
[CODE]Meshes\Actors\Character\_1stPerson\Animations[/CODE]
now lets get into the nitty gritty to create a THIRD person animation heres what you need. First you define the SHARED animations that all the weapons in f4 share (this doesnt help with custom anims that are drastically different) so you need to make these yourself.
A folder named injured/confident etc depending on health and damage and inside THAT there are three folders called Left, OnGround, Right they determine what animations to play based on injury state and inside EACH of these folders you have completely separate named files. Here is the OnGround files
[B]PoseA_Idle1, TurnInPlaceLeft90, TurnInPlaceLeft180, TurnInPlaceRight90, TurnInPlaceRight180, WPNEquip, WPNFireAutoReady, WPNFireAutoSighted, WPNFireSingleReady, WPNFireSingleSighted, WPNIdleReady, WPNIdleSighted
[/B]
Those are all separate files arent they WONDERFULL but it gets better. Inside the left and right folders you get these
[B]WPNRunBackpedalLeftReady, WPNRunBackpedalReady, WPNRunBackpedalRightReady, WPNRunBackpedalRightReady_Forward, WPNRunForwardLeftReady, WPNRunForwardLeftReady_Back, WPNRunForwardReady, WPNRunForwardRightReady, WPNRunRightReady, WPNWalkBackwardLeftReady, WPNWalkBackwardReady, WPNWalkBackwardRightReady, WPNWalkBackwardRightReady_Forward, WPNWalkForwardLeftReady, WPNWalkForwardLeftReady_Back, WPNWalkForwardReady, WPNWalkForwardRightReady, WPNWalkLeftReady, WPNWalkRightReady [/B]
Man just look at that easy huh? oh you want synths to use the weapon also with their special anims? just double that and dont forget to do the synth only bit that adds an extra 2/3 more files.
Now after ALL that we get to the actual weapon animations themselves the shoot and reload stuffs.
So you create the weapon folder and heres what you put in it
First TWO more folders one called Player and the other called Synth but in THIS folder we need these files
[B]WPNAssemblyPose, WPNAssemblyPose_left, WPNFireAutoReadySlave, WPNFireSingleReadySlave, WPNReload[/B]
and you need all that for the player and synth folder also
now that the THIRD person animations are done lets do the first person animations.
so you create your first person animation folder and heres what you put in it
[B]WPNAfterJiggleAdd, WPNAfterJiggleFireAutoAdd, WPNAfterJiggleFireAutoSightedAdd, WPNAfterJiggleFireSingleAdd, WPNAfterJiggleFireSingleSightedAdd, WPNAfterJiggleSightedAdd, WPNEquip, WPNEquipFast, WPNFireAutoReadyBack, WPNFireAutoReadyForward, WPNFireAutoSighted, WPNFireSingleReady, WPNFireSingleReadyA, WPNFireSingleReadyB, WPNFireSingleSighted, WPNGrenadeThrow, WPNIdleGunDown, WPNIdleReady, WPNIdleReadyA, WPNIdleReadyB, WPNIdleReadyC, WPNIdleReadyD, WPNIdleSighted, WPNIdleSighted, WPNJumpFallAdd, WPNJumpImpactLand, WPNJumpLandAdd, WPNJumpStartAdd, WPNMelee, WPNMeleeBayonet, WPNMineThrow, WPNPitchDownReadyAdd, WPNPitchDownSightedAdd, WPNPitchUpReadyAdd, WPNPitchUpSightedAdd, WPNReload, WPNRunForwardReady, WPNRunGunDown, WPNRunLeftReady, WPNRunRightReady, WPNSprint, WPNTurnLeftReadyAdd, WPNTurnLeftSightedAdd, WPNTurnRightReadyAdd, WPNTurnRightSightedAdd, WPNUnEquip, WPNWalkForwardReady, WPNWalkForwardSighted[/B]
Now before we go any further YES some of these files are redundant for 1st and 3rd person anims but this is how bethesda did it the PROPER way according to them. So you see all that, that is for a SINGULAR weapon being held a SINGULAR way want to add a handgrip or add a different type of magazine reload based on mag size gotta do all that AGAIN!
It should be noted here that all the above is DOUBLED if you want animations for power armor.
now lets go to the part where you get all this in the creation kit. First you have to root out the *insert race*subgraph data each race has its own sets of animations neat huh?
Then you go to subgraph data where it will let you input the paths and yes each individual file for the animations has to have its own path defined and it has to be done in the PROPER order luckily theres an import button to quickly import a text file tha....wait theres no TOOL to GENERATE this textfile!!!!!!
so here we have a little intermision.
See I made a tool that can generate all this but its currently a little buggy and incomplete and HOO BOY! let me tell you the format the textfile has to be is super MEGA DUMB.
After banging my head against the wall I finally got it all working (for the most part) heres what said textfile looks like for a single weapon.
Gonna have to pastebin this bastard because i doubt it will fit
[URL="http://pastebin.com/L2KkKYcm"]http://pastebin.com/L2KkKYcm[/URL]
it should be noted that 99% of that is third person anim data with synth data in there also because thats how bethesda did it, the PROPER way. (I suspect one of the BIG reasons 3rd anims fail is because they cut out bits and pieces to cobble it together manually and accidentally leave stuff out, my tool does not make mistakes like that.)
Now that ALL that is done you save file boot it up and here we go fire the WEAPON!!!
wait...the thirdperson anims are all broken?
Well thats because you need to compile the anims, yes compile them something the community only found out after BEGGING on the Bethesda forums.
So bust out notepad and put in this very arbitray command line code that i cant find right now its on the creation kit wiki or some shit.
So there it is folks thats how you make 100% from scratch animations that MAY work in f4 wasnt that easy?
tldr
Bethesda's animation system while completely functional is shit, shit!, SHIT!
[QUOTE=yodaman8888;51819977]long animation explanation[/QUOTE]
"it just works"
- godd howard
"It is functional" - Todd, E3, 2018
It'll be an open world FPS where you collect junk to craft stuff. But the FPS mechanics aren't very good and you can't climb ladders or destroy any obstacles.
You know, even tough I have a lot of complaints with the game that are shared with many users, I find it imposssible not to enjoy the game.
Say what you will about "it just works", " see that mountain", "radiant AI", but Bethesda games are always entertaining to play.
I've been playing Shadowrun: Dragonfall on my new tablet when suddenly there where ghouls. And feral ghouls.
[t]https://lh3.googleusercontent.com/H5jsfFAXAlBusdUTKP7c_gIpB6xEPzzHuI4RQBRjCuuyZsUrc3T1m1EjELLSvFuvLDQLy7LliVM8LKvcRHStzXbHQwb5VVXvsg=w1920-h1080-rw-no[/t]
[t]https://lh3.googleusercontent.com/6nkdZK0bDlpWST9aq1ImyIboUz4LRdSHpyGPxHTl33vNXoTqnQJvTzA2hO7HjMcCl31uZfx2PNTp9CBjFzDyV7AvYYeyEYOZIg=w1920-h1080-rw-no[/t]
By the way, this game is a lot like classic Fallout: lots of characters and dialog, stats that affect speech choices and stuff you can and can't do in the game world and lots of choices.
Also ghouls, apparently.
[QUOTE=ScumBunny;51820828]I've been playing Shadowrun: Dragonfall on my new tablet when suddenly there where ghouls. And feral ghouls.
[t]https://lh3.googleusercontent.com/H5jsfFAXAlBusdUTKP7c_gIpB6xEPzzHuI4RQBRjCuuyZsUrc3T1m1EjELLSvFuvLDQLy7LliVM8LKvcRHStzXbHQwb5VVXvsg=w1920-h1080-rw-no[/t]
[t]https://lh3.googleusercontent.com/6nkdZK0bDlpWST9aq1ImyIboUz4LRdSHpyGPxHTl33vNXoTqnQJvTzA2hO7HjMcCl31uZfx2PNTp9CBjFzDyV7AvYYeyEYOZIg=w1920-h1080-rw-no[/t]
By the way, this game is a lot like classic Fallout: lots of characters and dialog, stats that affect speech choices and stuff you can and can't do in the game world and lots of choices.
Also ghouls, apparently.[/QUOTE]
Dragonfall and Hong Kong are [B]AMAZING[/B] games.
Returns is good too, but the others are just better in every way.
[sp]also I picked that same portrait *high five*[/sp]
[media]https://www.youtube.com/watch?v=DkcpEYmxa1k[/media]
Some times those gut feelings pay off pretty nicely.
How the fuck do you play with that solid blue hud
Hasn't been posted yet but the SVT-40 was released.
[url]http://www.nexusmods.com/fallout4/mods/22017/?[/url]
[t]https://i.imgur.com/QxKbvLh.gif[/t]
[sp]Praise the blue tape[/sp]
Btw, does anyone know how to customize the hotkey mod to work with modern firearms? I'm not too sure what the commands to use tbh
[QUOTE=Ganerumo;51822585]How the fuck do you play with that solid blue hud[/QUOTE]
contently?
[QUOTE=UntouchedShadow;51822748][t]http://i.imgur.com/dI2Eh44.jpg[/t][/QUOTE]
"Revenge of the Sith (2005)"
I sneak killed someone with a power fist in three hits, and on the third I fucking suplexed them and their body flung off the roof
Why couldn't I have been recording then
[QUOTE=Grenadiac;51821305][img]https://i.gyazo.com/d500e6df5cee5da783cccd12cef4cd98.png[/img]
[img]http://i.imgur.com/ZNkE1de.png[/img][/QUOTE]
What the fuck, can not hardly believe it?
[QUOTE=Zakkin;51823039]I sneak killed someone with a power fist in three hits, and on the third I fucking suplexed them and their body flung off the roof
Why couldn't I have been recording then[/QUOTE]
Unarmed killmoves are the most satisfying thing ever, and they're why I love Iron Fist more than Big Leagues despite Melee weapons being better in most situations.
[QUOTE=GHOST!!!!;51823074]What the fuck, can not hardly believe it?[/QUOTE]
vernacular
Just spent ~2 hours digging through the F4 CK for the first time. Jesus Christ, respect to anyone who puts out an even halfway coherent mod. I don't remember the F3/NV ones having even half the stuff jammed packed into this one. This is gonna take a minute.
This modeler is making a crap ton of weapons for FO4
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487000944.png[/t]
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487108954.png[/t]
[url]https://trello.com/b/f7uQCmk6/wasteland-overhaul[/url]
[QUOTE=Mattchewy;51823299]This modeler is making a crap ton of weapons for FO4
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487000944.png[/t]
[/QUOTE]
I'm liking the knife spears, the Super-heated Cosmic Knife was one of my favorite weapons in NV
I got the SVT's plum diffuse done:
[img]https://i.gyazo.com/6086f6214e250d2065283802b6c5cea9.png[/img]
but the rest of this stuff is alien to me. It's a little too shiny in game to be noticeably plum under most lighting. Anyone know more than me and want to finish the job?
[t]http://i.imgur.com/e9NLdJs.jpg[/t][t]http://i.imgur.com/OwsEJDf.jpg[/t]
[t]http://i.imgur.com/1yT5D3I.jpg[/t][t]http://i.imgur.com/odmC8lM.jpg[/t]
If it was just a little less reflective it'd be perf.
Oh yeah I released it: [URL]http://www.nexusmods.com/fallout4/mods/22017/?[/URL]
[hd]https://www.youtube.com/watch?v=10eCyqhHpro[/hd]
[QUOTE=Grenadiac;51823406]I got the SVT's plum diffuse done:
but the rest of this stuff is alien to me. It's a little too shiny in game to be noticeably plum under most lighting. Anyone know more than me and want to finish the job?
If it was just a little less reflective it'd be perf.[/QUOTE]
Sure, send em over to me and I'll fix it tomorrow or something if you want. Maybe we can add it as a receiver option or something.
[editline]14th February 2017[/editline]
[QUOTE=Mattchewy;51823299]This modeler is making a crap ton of weapons for FO4
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487000944.png[/t]
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487108954.png[/t]
[url]https://trello.com/b/f7uQCmk6/wasteland-overhaul[/url][/QUOTE]
I do miss my spears. That last spear looks like it's supposed to explode when you jab it into someone or something.
Also those ARs look adorable as shit
[QUOTE=Mattchewy;51823299]This modeler is making a crap ton of weapons for FO4
[t]https://staticdelivery.nexusmods.com/images/1151/39950995-1487108954.png[/t]
[url]https://trello.com/b/f7uQCmk6/wasteland-overhaul[/url][/QUOTE]
My god, I finally get some classic m16 action for this game. Ik theres another mod that gives a similiar thing but this i feel is more varied.
More spears is always great, but I don't like all the guns. Too post-50's in style.
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