{REQ} Bullpup Rifle Mesh

Post » Sat Feb 19, 2011 1:30 am

I've finally managed to make a fully working bullpup reload animation. However, I don't have access to a bullpup rifle mesh so I did the animation on the assault carbine that I modified by moving the magazine behind the grip, in the stock. It's just a test animation at the moment, but everything's working, with the magazine situated on the character's hand as he reloads, and a bolt pull afterwards.

For the real animation, I will need a proper bullpup weapon, though. I'm requesting for a weapon that is a good 'template' for other weapons that would have bullpup animations since I will be changing all of its gun part node names. I'm also hoping that the weapon is either public resource, or I can get permission to upload it, along with the bullpup reload animation specifically made for it, credits will be given, of course.
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Laura Tempel
 
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Post » Sat Feb 19, 2011 4:20 am

I don't know how suitable they'd be, but there's these:

- http://www.newvegasnexus.com/downloads/file.php?id=40205
- http://www.newvegasnexus.com/downloads/file.php?id=35982 (http://www.fallout3nexus.com/downloads/images/5059-1-1278018275.jpg)
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Andrew
 
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Post » Sat Feb 19, 2011 7:25 am

Joefoxx is the modder we need, but he wants a bullpup mesh right now.
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Life long Observer
 
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Post » Sat Feb 19, 2011 6:02 am

Thanks for the links, Antistar, the WA2000 is probably what I'm gonna use. The length of the barrel will fit the vanilla assault rifle grip unlike the Steyr Aug, or the FAMAS I got at nexus, which are too short, so the left hand is too far forward when holding the gun.
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Helen Quill
 
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Post » Sat Feb 19, 2011 3:50 am

So how will this animation work?
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Megan Stabler
 
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Post » Sat Feb 19, 2011 12:48 pm

I could have swore I saw a mod on the nexus that an fn2000 but I can't seem to find it. Interested in seeing your animation.
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Marie
 
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Post » Sat Feb 19, 2011 3:14 am

http://newvegasnexus.com/imageshare/images/964147-1297592733.jpg

http://www.youtube.com/watch?v=Iwq5HrP5aKk

I just need to do 'sneak' animation and 1st person. First person should be easy though, sneak will be copy paste of the arms animations. I sure as hell don't want to do that "hand on magazine alignment per frame" process again.. gives me headaches LOL.
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Rhiannon Jones
 
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Post » Sat Feb 19, 2011 3:49 am

hmmm great news. Which exporter did you use to export the animation? also are there any specific details on how you added the new animation into the geck?
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Nick Pryce
 
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Post » Sat Feb 19, 2011 1:29 am

I used Niftools plugin for 3dsmax.. As for reload animation slots, there a whole bunch of them. If you look at the GECK, it goes from ReloadA to ReloadZ.. I just used ReloadS, seems unlikely anyone will be using that anytime soon.
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Sweets Sweets
 
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Post » Sat Feb 19, 2011 8:14 am

Thank you, so you just added the prior non existent 's' animation in the animations folder and the geck automatically found it?
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Lily Something
 
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Post » Sat Feb 19, 2011 11:03 am

oh no... There's available unused animation slots for each weapon category.

For firing animations its: Attack1 - 9, left, right, loop

for reload animations it's ReloadA to ReloadZ

for grip options there's default, grip1-6

example of an open slot animation:

for pistols, attack animations currently used are attack 3, 4, 5,6 ,left, loop, right. That means attack 1, 2, 7, 8, 9 are all usuable, open slots, unless they release a DLC that uses one of those.
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jenny goodwin
 
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Post » Sat Feb 19, 2011 5:14 am

Thanks, I already understood that.

My last question would be: which skeleton did you use for the animation?

Thanks in advance!
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 11:06 am

the default FONV skeleton I extracted from the BSA file.
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 7:19 am

Awesome work! We'll definitely be requesting use for this in the future :)
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REVLUTIN
 
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Post » Sat Feb 19, 2011 2:10 pm

http://www.youtube.com/watch?v=xk67WCLCT0E

took me a while to figure out how to implement this one, it's not as smooth as the WA2000 due to the 'grip' animation creating alot of restrictions to allowable movement.
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Krista Belle Davis
 
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Post » Sat Feb 19, 2011 10:18 am

Really nice work!

My problem is that I cant get the exporter to export my animation properly.... max exports but the skeleton does nothing in the .kf when I try to view it in nifskope
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Rachyroo
 
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Post » Fri Feb 18, 2011 11:23 pm

I've been getting alot of request for a tutorial. I'll try to make one, with screenshots and stuff, after I finish the update I'm working on.

The exported .kf animation from max is not useful on its own. What I do is use the 'data' from that non useful .kf file and transfer them to a working 'vanilla' .kf file. There are alot of other adjustments that needs to be done than just transferring data from one .kf to another, but that's the idea.
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REVLUTIN
 
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Post » Sat Feb 19, 2011 10:02 am

Now that explains why it was so tricky ;) thanks alot :)
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Rachell Katherine
 
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Post » Sat Feb 19, 2011 12:36 pm

I've been getting alot of request for a tutorial. I'll try to make one, with screenshots and stuff, after I finish the update I'm working on.

The exported .kf animation from max is not useful on its own. What I do is use the 'data' from that non useful .kf file and transfer them to a working 'vanilla' .kf file. There are alot of other adjustments that needs to be done than just transferring data from one .kf to another, but that's the idea.


A tutorial will not help as http://sites.google.com/site/saidenstorm/stormfrontstudiostutorials for getting animations into Oblivion, FO3/FONV has existed for over 4 years and next to no one has taken advantage of it except myself and I was the person who wrote it so I did not even need it.

Also

the Copy/Paste method is terrible (And outdated by several years) and takes far to long to even be widespread useful which is why Tazpn wrote the http://www.fallout3nexus.com/downloads/file.php?id=496 to begin with, it cuts down on the wasted time tremendously.

You should have done a bit of searching before starting this as it would have saved you a ton of time overall.
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Emily Jones
 
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Post » Sat Feb 19, 2011 2:21 am

KFUpdater hasn't worked well with FONV for me. :(

invalidfate told me it works when making pose mods, though...
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Roberto Gaeta
 
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Post » Fri Feb 18, 2011 11:38 pm

i would love to see the tutorial on how to convert 3rd person anims to 1st person ...and how to add havok properly to custom skeletons :P
i had some bull up anims and some others made a while ago .. i just couldn't keep the mag after in place back then .. btw by adding new nodes to the existing anims you could add some cool addons .. like popping out scope during aiming or something like that ....or make the weapons act like those from dead space ... ...
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Miss Hayley
 
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Post » Fri Feb 18, 2011 11:45 pm

I animated the clip node first, then animate it frame by frame, keeping the hand on the mag. I made 2 boxes, a green box and a red box, green linked to hand, red linked to clip node, then I just made sure they where in the same spot/same rotation for each frame.

I just use the default FONV skeleton extracted from the BSA. when importing 1st person animations, especially reload animations, the important thing is the R and L clavicle both have Transform Data for rotation and translation, based on the rotation and translation values on their Interpolator data. that way, the arms and hands are properly aligned when imported to 3dsmax.

Yeah, I have added the different gun nodes into the different weapon animations on my mod, so guns can have cross compatible animations.
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Matt Terry
 
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Post » Sat Feb 19, 2011 6:20 am

thanks i'll try it later :) but i ussualy like to make anims from scratch .. not mod the existing ones .. never managed to make 1st person properly ..that's why i asked ... the bull up issue with mag ... was just caused by another anim... aim... fire ...or rather by the position of the original mag nodes in other anims .. i know that by now :P

anyway .. i like what you're doing here ... keep it up :thumbsup:
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Richus Dude
 
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Post » Fri Feb 18, 2011 10:03 pm

thanks i'll try it later :) but i ussualy like to make anims from scratch .. not mod the existing ones .. never managed to make 1st person properly ..that's why i asked ... the bull up issue with mag ... was just caused by another anim... aim... fire ...or rather by the position of the original mag nodes in other anims .. i know that by now :P

anyway .. i like what you're doing here ... keep it up :thumbsup:


yeah, I don't completely understand the cam nodes on 1st person animations yet. I tried changing their transform data values and stuff, but for now, I'd rather just re use the vanilla camera nodes for first person, other than that, I pretty much do whatever I like with the skeleton bip nodes.
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Kill Bill
 
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Post » Sat Feb 19, 2011 11:52 am

Anyway, here's the last demo video of the bullpup animations. I've got them all working great, probably just minor tweaks here and there, but it's done. I can now work on finishing up my mod update

http://www.youtube.com/watch?v=cyjSyKHU5-0
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Darren Chandler
 
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