Original FO/FO2 Polymeshes

Looking at the details of the characters I think there were 3d models originally though there have been created plenty of highly detailed sprites without using 3d technology...
 
In a way it makes sense, I guess... With all the source bits freely available, the modding community would have already made Fallout mods far better than anything fallout 3 had to offer :)
 
I somehow doubt this. The mapper for Fallout 2 is out since many years, still there have been released only a hand full of mods and most of them just edit some minor things of the game. You can count released total conversion / new story mods on one hand.
 
Lexx said:
But in case someone wants to point towards me now
No, no, no. I'm not pointing at anyone.

Animating in 3d isn't hard, or scary at all, it may look like this, but it's not. Sure, at the first attempts you may get a shitty results, but this is a thing called learning process. And the most important: your task isn't to create uber realistic muscle based 30 FPS. All you need is to have a patience (and good system of "comparison" with original frames), exactly the same thing which is needed with copy & paste of 10000 frames. Even a half-blind person (I don't want to offend anyone - just to illustrate my point) after shitload of trials and errors with adjusting of bones will fit (more or less) animation to the original one. Even if you'll fail and not create similar animations, you can re-use them in any time for NPCs - their animations aren't so demanding like player's ones. So your work won't be wasted.

In any time you can grab ready-to-use characters from most of today's 3d games on the market (like models from Gamebryo, Unreal, or Source engines), import it and start to learn. You can even grab the anims if you wish.

Also, it's a work for a team, where someone may pick up the animation you have troubles with - to not demotivate you and to prevent a failure of the project. Or pimp stuff here and there if necessary. Not to mention that you're not doing everything alone.

Anyway, waiting for another thread related to 3d models of critters, since this one already died (and this one was 3rd or 4th?) :dance:


------------------------------EDIT

And nice to see Jotisz back.
 
You mean this one http://www.nma-fallout.com/forum/viewtopic.php?t=52690&start=80 that one looked pretty promising.

Back to animating models the easy way for that would be creating an average biped or a simple rig for every character, then we can start creating the important poses like normal stances, sitting positions, key poses for walking etc... the main thing would be about building a complete pose library (blender would be quite suitable since its free and if there is a good rig with IK solvers then animating is child play)
The only problem is it takes a lot of time


And nice to see Jotisz back.
Thanks
 
Jotisz said:
You mean this one
Yeah.

Jotisz said:
the main thing would be about building a complete pose library (blender would be quite suitable since its free and if there is a good rig with IK solvers then animating is child play)
I think the main issue is different software pieces people are working with. And there's no one, universal plugin to exchange animation data, I guess... I'm not even able to take a look at Van Buren's files uploaded by FOnliners :D

Jotisz said:
The only problem is it takes a lot of time
Yes, that's why it's a work for a team.

Anyway, some day maybe I'll force myself to play with female animations (american comic hero male pose sucks :yuck:), but first I'll need to find some cool looking ready-to-use placeholder (rigging sucks, IMO), something like this perhaps?



:wiggle:
 
Proud to be a heretic ;) In fact I like some of Fallout 3 models - they're moar Wasteland-ish than most of original critters, not to mention that they got much moar better pants - I don't like this lacking cool details, boring, latex crap original critters are wearing. It reminds this one, but it's somehow less shiny.
 
Yesterday I was quite focused on this thing and came up with a really simple rig that I used with a a make human character (I only found a lowpoly female and a robot on my hdd and I was lazy and out of ideas to create a new model) anyway I added some IK solvers for the bones so they won't be moving to wrong direction that easy. (side note I'm using blender since its free and has a quite easy to use pose library)
Here is a pic for some pose

So here comes the question
Who is interested in creating some poses?
Cause if there is even one person I'm willing to write a howto
also I doing some base movement poses.
 
Continuum said:
Anyway, some day maybe I'll force myself to play with female animations (american comic hero male pose sucks :yuck:), but first I'll need to find some cool looking ready-to-use placeholder (rigging sucks, IMO), something like this perhaps?



:wiggle:

That's an interesting bra, to say the least.
 
Just thought about doing a walk

since the last frame is the same as the first it stops for a little also it was made in minutes so it still needs work on it
 
IK solver had been tweaked, head scratching anim has been added.
Screenshot of blender showing the possible movements of the bones
 
Jotisz said:
Just thought about doing a walk

since the last frame is the same as the first it stops for a little also it was made in minutes so it still needs work on it

Looks nice so far, Jotisz :clap:

If you gave me the file for the model you have here, would it work in 3ds max? I would love to play around with movement with an already-made model, because I lack the skills to make my own :scratch:
 
There must be IK rigs and animation sequences out there to be downloaded…there has be an easier and faster way of doing this…by the way nice work Jotisz (I realize your just starting to learn to animate). :wink:
 
Jotisz said:
Just thought about doing a walk
Good start, Jotisz.

Ghouly89 said:
I would love to play around with movement with an already-made model, because I lack the skills to make my own :scratch:
As I already said: you can use models from modern 3d games - you can unpack Fallout 3 meshes, for example and use .nif plugin to load them into Max. You can load animations too. Or load Jeanette and Velvet from VTMB :wiggle:

As for the walk anims itself - remember to make them moving forward (not on the spot), otherwise you may have problems with adding them to the game.* Wild Qwerty has figured one trick to improve creation of custom walk anims in Frame Animator when I've been doing them: before rendering, clone keys from the first frame and move them as the last (one additional frame), render it, load into Frame Animator, next delete that additional frame - or something like that (shit, that was long time ago :D).

* some (or even all?) of the Sirren's robots were done in this way - moving on the spot, using scripts in Frame Animator to make them moving forward, but I couldn't make this shit working - really ugly frames jumping, sliding, etc.
 
.Pixote. said:
There must be IK rigs and animation sequences out there to be downloaded…there has be an easier and faster way of doing this…by the way nice work Jotisz (I realize your just starting to learn to animate). :wink:
Luckily I had studied traditional animation so I just need to combine it with 3d...

An thanks for the rendering hint Continuum I'm sure it will come handy.
 
Damn, I'm sorry to hear that:

A. There's no way we're going to get the original polymeshes / animations.

B. Laziness is such a scourge.

I asked because I started learning 3D about a month ago. It actually isn't that overwhelming. I just downloaded a bunch of video tutorials and made my way through them. (You can check out my work at http://www.goodcontroller.com)

If anyone is thinking of getting into 3D, I really encourage it. It's not a bad skill to have tucked into your belt. It also really helps if you have a buddy that you can bug when you get stuck.

I was mostly hoping the polymeshes and animations existed so that I could mess with them and make my own stuff. Desktop backgrounds? Machinima?

I second the notion that someone should get hired at Bethesda just to steal the meshes. I mean, if Bradass87 can do it, so can we. Right?
 
I asked Interplay about this years ago, way before Fallout 3, maybe eight or nine years ago or more. In the e-mail I got back, they said they didn't have the original models any longer - I think they were lost somehow, though I don't remember. I was specifically looking for the Vertibird model from the Fallout 2 intro and the powered armor Talking Head models, though, not the isometric models from the actual game.

I wouldn't be surprised if Bethesda doesn't even have the original models.
 
I asked Jason Anderson once and he wanted to check his old zip discs. Sadly, he couldn't find the backup ones.

So like written many times already, neither source code nor anything else will ever be released.
 
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