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Mixamo To FO4 CAT

Flashy(JoeR)

New Member
Messages
6
This a directed question to either KG or Sebbo regarding converting Mixamo animations to FO4 Cat.

While I can convert the anims to 32bit havoc and import the resulting FBX to the ImportCATRig from F4AK just fine and it maps the skeleton as expected, my issue is that the animation is inverted. What I mean by this is that the animation plays as it shows on Mixamo just fine, but I need to have the animation mirrored (which Mixamo allows you to do), essentially swapping the left and right sides of the rig.

In particular, the fishing cast and reeling in animation. The right hand is what AnimObjects use to latch a NIF to for adding a temp item to an NPCs hand during an animation playback. But in this particular animation, the right hand is the one reeling in the line and attaching a rod to it makes it go all over the place, rather than stay still in the left hand which is immobile. Problem here is, you cannot attach an AnimObj to the left hand apparently as it will not render ingame if you do set it up to latch on to Biped_LWeapon, for example. It likely explicitly wants AnimObjectR1 for drawing the animObj.

So... the way to resolve this is to use Mixamo's mirror animation option to swap left for right. And I would like to contact Sebbo who created the workflow for converting the animations from Mixamo to F4CATRig, so that I can get this animation downloaded in the proper orientation for my needs. If you are KR or Sebbo, please reach out and if possible, with all gratitude, instruct me in the Jedi ways to make this happen. Please and thanks!

- FlashyJoer
 

RayBo

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2,471
This a directed question to either KG or Sebbo regarding converting Mixamo animations to FO4 Cat.

While I can convert the anims to 32bit havoc and import the resulting FBX to the ImportCATRig from F4AK just fine and it maps the skeleton as expected, my issue is that the animation is inverted. What I mean by this is that the animation plays as it shows on Mixamo just fine, but I need to have the animation mirrored (which Mixamo allows you to do), essentially swapping the left and right sides of the rig.

In particular, the fishing cast and reeling in animation. The right hand is what AnimObjects use to latch a NIF to for adding a temp item to an NPCs hand during an animation playback. But in this particular animation, the right hand is the one reeling in the line and attaching a rod to it makes it go all over the place, rather than stay still in the left hand which is immobile. Problem here is, you cannot attach an AnimObj to the left hand apparently as it will not render ingame if you do set it up to latch on to Biped_LWeapon, for example. It likely explicitly wants AnimObjectR1 for drawing the animObj.

So... the way to resolve this is to use Mixamo's mirror animation option to swap left for right. And I would like to contact Sebbo who created the workflow for converting the animations from Mixamo to F4CATRig, so that I can get this animation downloaded in the proper orientation for my needs. If you are KR or Sebbo, please reach out and if possible, with all gratitude, instruct me in the Jedi ways to make this happen. Please and thanks!

- FlashyJoer

I'll let them know. :good


I would suggest that you can DM here on the forums. :drinks
 
Last edited:

Sebbo

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Staff member
Verified Builder
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8
Hello,

how familiar are you with AnimObjects? Does "Node in the Nif-File" and "Annotations in the hkx-file" ring a bell?
If not: I will be able to awnser that in more detail on thrusday. Sorry but I do not have time earlier :(
 

Flashy(JoeR)

New Member
Messages
6
Hello,

how familiar are you with AnimObjects? Does "Node in the Nif-File" and "Annotations in the hkx-file" ring a bell?
If not: I will be able to awnser that in more detail on thrusday. Sorry but I do not have time earlier :(
Hey Sebbo, thanks for answering.

Yeah, I annotated the Root of the CAT rig in Max with the AnimObjLoad, AnimObjDraw and AnimObjUnequip and ensured the NIFs extrastring node was set as Prn with a string value of the bone in the rig I'd created my constained ref bone to for the purposes of manipulating the animobj's orientation (BIP_LWeapon was the bone I was parenting to and ref'd in the NIF of the anim object). The anim was exported and added in the CK fine - plays in game, minus the animObj displaying during the anim, though Id set that up in the CK as well, to no visible avail ingame however.

It is within the realm of possibility that I may have missed a step or misunderstood the YT tutorial I was watching about making AnimObjs, I can admit that, lol.

And no rush. I appreciate any insights you may have. AnimObjs are new voodoo for me. :D

And I guess that is where the confusion is for me. The "tried and true" method, per the video I watched, is to parent to AnimObjectR1 in the rig. But I cant parent to the right hand - its the hand that cranks the reel on the fishing rod, so parenting to that, its like a drunk sword fight, lol, which is why I attempted a left-hand parent setup, as the left hand in that Mixamo animation doesn't move during the reel in. So I had two options... Mirror the animation on Mixamo and convert the output to the FO Catrig, so that its the right hand that is stable and the left hand cranks the reel, or find a way to actually do a left hand AnimObj that doesnt need AnimObjectR1 at all (if possible, I would assume this is the easier of the two).
 
Last edited:

Sebbo

New Member
Staff member
Verified Builder
Messages
8
Okay the workflow would be something like this:
-Open the CATrig file for Max
-Check if AnimObjectL1 (i use this example) or whatever is constraint to the hand, or where ever you want the item to show up
-Import the AnimObject you want to use and move it into position
-Create the Constraints for the AnimObject to the AnimObjectL1 Node (Position and Rotation Links I think)
-play your animation and make adjustments to the animobject until it looks like you want to
-select the root node and go into the dope sheet, create annotations for loading and drawing the animobject (AnimObjDraw.MyObjectName, AnimObjLoad.MyObjectName)
-create annotation for it to get deleted (AnimObjUnequip)
-export your HKX file
-create AnimObject in the CK and link the nif you want to it
-go into your nif and add a Node (NiStringExtraData) with the Value of AnimObjectL1 or whatever you used
-test it ingame and cross fingers
 
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