Show us what you're working on!

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Posted

The imp looks amazing! I have a question, though - are you intending to rig this to mirror a vanilla creature? We have the capability now, at least from a technical perspective, to add custom skeletons and animations to the game, so there is no longer a hard rule that every creature must inherit animations and rigs from vanilla content. I'm not sure which vanilla creature this could be rigged like; perhaps the Vampire Lord?

Anyway, either way, the thrust of what I'm saying is - custom skeletons and animations are now possible. The only real issue is that we have a severe lack of riggers and animators, so it's likely that work on entirely custom creatures will be saved for post-Bruma.

It's fitted to a modified Chaurus Hunter skeleton. My suggestion would be to use the Hunter skeleton until we find a method or a person who can manage with new skeletons and animations. There's no guarantee when we will find such a person, especially when new skeletons usually need a ton of new animations. I also think other  new creatures could have a little different animations from the vanilla ones as well.

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Posted

chaurus hunter actually has slapping wings and can cast spells so its perfect. vampire lord wouldn't be great due to the stiff wings

Vampire lord has some flapping animations but only uses them during sprinting. In that sense VL would've been perfect if editing and creating new behaviour files was possible.

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Posted (edited)

A sub project I completed before working on the Leyawiin Guard Armor. Made my first Creature! This one was made for a Daedra modelling contest over in the Cyrodiil Arts Skype chat.

Here's the Mizreg, one of Peryite's Daedra which will hopefully be used in the Synod and College of Whispers questline by the main antagonists recurrently, and the only unique creature featured in that questline. 

MizregArgorC.png

Edited by Argor nash35
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Posted

A sub project I completed before working on the Leyawiin Guard Armor. Made my first Creature! This one was made for a Daedra modelling contest over in the Cyrodiil Arts Skype chat.

Here's the Mizreg, one of Peryite's Daedra which will hopefully be used in the Synod and College of Whispers questline by the main antagonists recurrently, and the only unique creature featured in that questline. 

MizregArgorC.png

Brilliant work for your first creature!

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Posted

Vampire lord has some flapping animations but only uses them during sprinting. In that sense VL would've been perfect if editing and creating new behaviour files was possible.

Yeah, that's what I'm saying - editing and creating new behaviour files *is* possible, we just haven't really done it ourselves, yet. We have a guy working with us called Edoardo who came from Skywind - he put together a utility that enables the easy (well, easier) modification and creation of behaviour files.

Obviously you've found a skeleton that works for the imp and the imp is looking great - all I'm saying is that, in the future, custom skeletons are something we *can* do - they're no longer a hard technical limitation and we have the capabilities to do it. It's just that no one has yet really tried it because, up until this point, all our creatures have been designed explicitly for vanilla skeletons and animations.

After Bruma I expect we'll put more effort into this field and make a big point of recruiting character artists, riggers and animators so we can hopefully delve into it a bit more.

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Posted

A sub project I completed before working on the Leyawiin Guard Armor. Made my first Creature! This one was made for a Daedra modelling contest over in the Cyrodiil Arts Skype chat.

Here's the Mizreg, one of Peryite's Daedra which will hopefully be used in the Synod and College of Whispers questline by the main antagonists recurrently, and the only unique creature featured in that questline. 

MizregArgorC.png

It's great to finally see the Mizreg in 3d

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Posted

Yeah, that's what I'm saying - editing and creating new behaviour files *is* possible, we just haven't really done it ourselves, yet. We have a guy working with us called Edoardo who came from Skywind - he put together a utility that enables the easy (well, easier) modification and creation of behaviour files.

Obviously you've found a skeleton that works for the imp and the imp is looking great - all I'm saying is that, in the future, custom skeletons are something we *can* do - they're no longer a hard technical limitation and we have the capabilities to do it. It's just that no one has yet really tried it because, up until this point, all our creatures have been designed explicitly for vanilla skeletons and animations.

After Bruma I expect we'll put more effort into this field and make a big point of recruiting character artists, riggers and animators so we can hopefully delve into it a bit more.

Are custom behaviors/animations really possible without fnis and such? Me and my friend made some custom animations for our narwhals and put them in a custom behavior folder. It can use the animations but it can't attack or be killed in-game.

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Posted

Are custom behaviors/animations really possible without fnis and such? Me and my friend made some custom animations for our narwhals and put them in a custom behavior folder. It can use the animations but it can't attack or be killed in-game.

Yes, it's just a very specialist and difficult field. There is a tool that Edoardo, our behaviours guy, put together for editing them that you may find useful, but I'm not sure if he's released it publicly yet.

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Posted

Are custom behaviors/animations really possible without fnis and such? Me and my friend made some custom animations for our narwhals and put them in a custom behavior folder. It can use the animations but it can't attack or be killed in-game.

This is actually interesting by itself, that means we can have some animals around that would be greqt for the background. Like wales or giant squids.

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Posted

I made a magical door thing for Frostcrag Spire. Its set up with a glow map that should turn on when the door is used, Argor tells me this fits in with the other objects that the PC uses to teleport around. For that reason I decided to ditch the door handle in the original.

Are there any intrepid Cyrodiilian scripters that want to help me get the glow map activation set up? I'm told it would be pretty much a plug and play job with the glow map scripts from the standing stones.

 

iJN3DzX.jpg

this is the original from Oblivion:

3kF4ozG.jpg

 

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Posted (edited)

 Nice one.

Are there any intrepid Cyrodiilian scripters that want to help me get the glow map activation set up? I'm told it would be pretty much a plug and play job with the glow map scripts from the standing stones.

(intrepid) Cyrodiilian scripter here.

This will only work if you somehow did setup an animation on your nif (that's how the whole glowing standing stones things are done), then the script just call this animations through the graph. So you need to have a .hkx referenced in your BSBehaviorGraphExtraData and whatever else you need to have animated meshes. If yes, this simple script should do :

scriptName CYRFrostcragSpireDoorScript extends ObjectReference
{Script to handle animation's auto-play upon activation of the door.}

String Property AnimationName Auto
{The animation's name to play}

Float Property AnimationDuration Auto
{Animation's duration}


;Boolean to track the current's state.
Bool animPlaying = false

Event OnActivate(ObjectReference akActionRef)

	If !animPlaying
		animPlaying = True
		Self.PlayAnimation(AnimationName)
		Utility.Wait(AnimationDuration)
		animPlaying = False
	EndIf

EndEvent

 

In case you or someone else need a big bad boy script to animate any kind of mesh (gamebryo anim, havok anim, alternate things, special delays and so on), here is a very generic one that should be usable for virtually any situation :

scriptName BSPlayAnimationOnActivation extends ObjectReference
{Script to handle animation's auto-play upon activation.}

String Property AnimationName Auto
{MANDATORY - The animation's name to play}

String Property AnimationName2 Auto
{OPTIONAL - The second animation to alternate with.}

Bool Property HaveTwoAnimation = False Auto
{OPTIONAL - Wether or not the activations should alternate between two animations, like Open/Close}

Bool Property FinishBeforeReplay_HKX = False Auto
{OPTIONAL - Havok animations only. Wether or not the script should wait for the current animation to complete before starting playing a new one.}

String Property AnimEndEventName_HKX = "" Auto
{OPTIONAL - Havok animations only. The animation event's name to wait for before replaying. 
Only used, and mandatory, if FinishBeforeReplay_HKX is True}

Float Property MaxDelayToConsiderShitBroke = 10.0 Auto
{Havok animations only. This is a safecheck in case the above anim event name doesn't exist. Set this higher than the animation's duration}

Float Property DelayBetweenActivations = 0.0 Auto
{The delay between which two activations will play the animation. This do NOT prevent the actual activation. 
You probably want to set this to the animation's duration if not using FinishBeforeReplay_HKX.}

Bool Property UseGameBryoAnimation = False Auto
{Wether the animation(s) to play are havok animations (using .hkx) or legacy GameBryo animations embedded in .NIF files}

Bool Property StartOver_GB = False Auto
{GameBryo animations only. Whether to play the animation from the current state or from the initial state}

Bool Property PlayerOnly = False Auto
{Should the animations play only if the player is the one activating the object ?}


;Boolean to track the current's state.
Bool animPlaying = false

Function AnimateObject(String asAnimation)

	If !animPlaying

		If FinishBeforeReplay_HKX && AnimEndEventName_HKX != ""
			  ;prevent the animation to re-start and overlaps with each other.
			animPlaying = True
			  ;get ready to reset things if the AnimEndEventName_HKX is a wrong one.
			RegisterForSingleUpdate(MaxDelayToConsiderShitBroke)
			  ;play the animation, wait for the feedback from AnimEndEventName_HKX.
			animPlaying = Self.PlayAnimationAndWait(asAnimation, AnimEndEventName_HKX)
			  ;AnimEndEventName_HKX was valid, pfeew. 
			UnregisterForUpdate()

		ElseIf !FinishBeforeReplay_HKX
			If UseGameBryoAnimation
				;play the gamebryo animation if that's a gamebryo animation.
				animPlaying = Self.PlayGamebryoAnimation(asAnimation, StartOver_GB)
			Else
				;play the havok animation if that wasn't a gamebryo animation.
				animPlaying = Self.PlayAnimation(asAnimation)
			EndIf

		Endif

		  ;If there is two animations to alternate between, get ready for it.
		If HaveTwoAnimation
            If GetState() == ""
			    GoToState("Activated")
            Else
                GoToState("")
            EndIf

		Endif

		If animPlaying
			  ;if the animation started properly, wait for the specified delay before allowing animations to play again.
			If !FinishBeforeReplay_HKX
				  ;Wait only if we weren't already waiting for the animation to end.
				Utility.Wait(DelayBetweenActivations)
			EndIf
			animPlaying = False
		Else
			  ;if the animation failed to start, print an error in the papyrus log.
			Debug.Trace(Self + "WARNING, \nAnimation: " + asAnimation + " failed to play properly.")
		EndIf

	EndIf
	
EndFunction




Event OnActivate(ObjectReference akActionRef)

	If PlayerOnly && akActionRef != Game.GetPlayer()
		Return 
	EndIf

	AnimateObject(AnimationName)

EndEvent


State Activated

	Event OnActivate(ObjectReference akActionRef)

		If PlayerOnly && akActionRef != Game.GetPlayer()
			Return 
		EndIf

		AnimateObject(AnimationName2)

	EndEvent
	
EndState

Event OnUpdate()
	Debug.Trace(Self + "ERROR, \nAnimEndEventName_HKX: " + AnimEndEventName_HKX + " is not valid end event name for this object.")
EndEvent

;reset the script to its default state when the object's 3D unload
Event OnUnload()
	GoToState("")
	animPlaying = False
EndEvent


 

Sorry for intruding in the artistic thread with ugly blocs of code :P 

 

Edited by Kesta
Fixed issue for the double-animation in the big bad boy script.
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Posted

Me and my friend almost have our tsaesci race finished up. I hope she looks good to most of you:

3216069-1473484409.png
Also, is anyone here working on an Akavir project?

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Posted

Whut really, could you take a Screenshot in daylight? I hardly see anything in that pic...

 

Im almost done with sculpting the CYR Steel weapon set!
After that Ill have to retopo, UV unwrap, texture, create nifs ... 

tymksgwv.jpg

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Posted (edited)

Whut really, could you take a Screenshot in daylight? I hardly see anything in that pic...

 

Im almost done with sculpting the CYR Steel weapon set!
After that Ill have to retopo, UV unwrap, texture, create nifs ... 

tymksgwv.jpg

Those look extremely badass. Do we have the armor, or at least concept, to match?

Edited by EridaniNovus
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