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Corpus X
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Well done! Bravo! Here here!

Well done! Bravo! Here here! Good show!

Ludantes
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Thanks, now I have an

Thanks, now I have an headache

Anyway, impressive work done/to do

cheers!

SunlitSabre
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Out of curiosity...

Out of curiosity...

When you guys are creating a new creature from scratch and there isn't a similar creature in the Skyrim files that has behaviors you can use, do you create entirely new behaviors, or are you piecing together behaviors from other creatures to get the intended result?

I ask because I see that you used almost all of the dragon behaviors for the cliff racer (pretty cool), even though they're very different creatures.

Modest_Mike
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That cliff racer seems pretty

That cliff racer seems pretty large from what I remember! ;D

Is it more than a reskin of the dragon at the time of recording? And is the model finalized?

*Not trying to be critical, simply curious*

aerisarn
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We have the tech to create

We have the tech to create creatures from scratch but we keep them at a minimum because it requires a lot of animation manpower we don't currently have. Yes, the cliffracer uses the dragon as a base but with a heavily modified behavior. It's still WIP, both mesh and behavior

shikyokira
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just started dwelling into

just started dwelling into behavior and animation few months ago, but i have found out the animation's motion data and attack data. motion data is stored in meshes/animationdatasinglefile.txt. attack data is separated into few files tho. Adding new attack moves (not replacing old animation) can be done by changing those files. i have tested it but there are some limitations tho.

aerisarn
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Yeah the movement and attack

Yeah the movement and attack data was easy to spot and took me at most a couple of days to write a parser to handle that (apart from some still obscure entries on the animsingledataset related to the player behavior on the events part). The real challenge was updating the nif plugin to make it work with the havok SDK to import/export ragdolls, due to most of that being undocumented and having to reverse (and adapt to MAX shitty pivot point API) the exact reference systems related to rigid bodies, centers of mass and constraints.

The other long part to solve was to write a parser on the behaviors, I don't know what you used to edit them for your dodge mod but having to do a creature from scratch means the need for a tool to handle a visual feedback, and without the Havok Behavior SDK for Programmers it's even impossible to handle the BS nodes inside the behavior, test the look at modifier and BSCyclicBlending generator, I really had to improvise on that. We're now testing a tool that directly post processes an HBT 6.6 project into a skyrim one and the next step would be to reverse the existing ones into the HBT 6.6 format (if we need it, it's probably just simpler to redo them in the tool as I did for the Silt Strider)

Even if I put my full faith in Zartar's tool, I had animators ready NOW and clearly unable/unwilling to go trough the lengths of doing/edit a behavior from scratch in XML, even if assisted with the various organizers available.

BTW, I'd love to chat a bit about the player behavior, if you join our Discord server