Hey spawn0, I made this comment in the tpp mod recently, but I'm wondering if there's a solution to the "shortened spine/caved-in chest" problem as well? I'm guessing that given the rig is meant for first person use, it's tuned for gunplay and swordplay (which is why the head has to be a bit lower, so the spine shorter) and the lower part of the body has to be easily viewable in first person (hence the caved-in chest).
So I'm thinking, is there a possible solution in terms of switching rigs when moving from tpp to fpp? Like, I dunno, forego the smooth transition and have just a brutal switch, which hides the fact that the rig has changed from a rig suitable for fpp viewing to a "proper" shaped tpp rig, so the body looks like it does in inventory and photo mode?
I'm guessing that your mod is not actually doing a rig switch, but a rig shoulder adjustment on transition to tpp view? But would a rig switch be possible at all?
And then further to that, if the body in tpp is using a "proper" tpp rig, then wouldn't that help with the animations problem? (e.g. couldn't you just use the animations that the NPCs have for shooting and swordplay, etc., with some suitable batch change process?)
Dunno, just wondering ... I'm sure modders have probably thought a lot about this already, but I'm just curious.
Im switching rig and it is not probblem But all fpp animations need to be changed also. I know how to fix animations but I dont know how to export them and then impart back to game.
Ah! Well if you're switching the rig, may I ask why you didn't go all the way and switch it with a properly-shaped rig for tpp?
I mean, the shoulders weren't the only problem - the body in side view in tpp also has a caved-in chest that makes the model look like Shaggy from Scooby-Doo when it's loping along :) It also looks like the rib cage is shifted down so that the waist area is shorter in height, as it were (which would also explain the long neck too, come to think of it - presumably that's so you can see more of your chest when you look down in fpp), which also gives the tops of the hips a "square" look. It's still pretty bad really.
Would it be possible to sort all that so that the body is properly-shaped like in the inventory and photomode? That would go a long way to perfecting tpp mode and making it look good. Then the animations problem could be tackled.
Question: do you think the NPCs use a different type of skeleton from the player character? Otherwise, presuming one could find a method of extracting the animations (e.g. shooting animations) from the NPCs, then it wouldn't be a problem having them on the player character. But I'm guessing there must be some difference due to the fact that the player has to control the character, whereas the NPCs just have scripted animations or something?
Thanks for your response - again, just mulling this over. I'm very tempted to dig into modding myself just to sort this out. (I also wonder if looking at the WItcher 3 would help, since that has both tpp and fpp, and somehow transferring what it does to this game?)
I switch skeleton both for tpp and fpp. They are diffirent. Animations like running, walking, shooting are made only for fpp. So u have to use fpp rig in order to use those animations. If u change only rig character goes crazy. So animations needs to be fixed together with skeleton
Interesting - again, thanks for taking the time to respond.
So in that case, I'm still left with the puzzle: why can't player tpp animations simply be copied over from NPC animations?
Is it that NPCs have different rigs again, and the animations they use would have to be changed so much for player tpp use that you might as well start from scratch, or something like that?
Or is it simply that it's difficult or impossible to extract the animations that the NPCs use in the first place (i.e. they can't even be extracted so that you could look at them and tweak them to fit the player's tpp rig?)
This is a really interesting Thread. I`m spit-balling an idea here, why not try to swap the fpp combat animations to those that NPCs use? Such as shooting? Other animations such as the Mantis Blades would probably have to be made into a blend of fpp and NPC animations. However if its the case that NPC enemies use a different skeleton, it may be easer to swap out the players skeleton over that, then animations would need to be adjusted case by case. This would be a huge undertaking, but I bet it would work. As long as you dont try to swap back to first person view. 0_0 Just an idea, curious what you guys think.
And Ive got another big brain idea to fix the in-game walking, jogging and Sprinting animations. The head and neck need keys so that they do not turn and twist with the torso. The head needs to stay upright and facing forward. I gonna take a look at this and it`ll fix a ton of the jankyness when in tpp. Along with this i`d like the head to track the camera`s perspective. This game has so much more potential, but damn there`s a lot of work to do.
Thank you very much for the corrections to the third-person character model. Is it possible to create a female version with shorter shoulders and a lower neck?
The torso certainly does look too short still in third person. :(. I haven't done any Cyberpunk modding but if someone points me to the rig files and method for getting them in game, I could probably put something together in maya/blender/max to fix third person body shape.
I had a go at fixing this issue for the third person camera mod but it turns out we don't have enough control over the rig to pull this off sadly. The bones that we can actually move/scale are very limited.
The bones that dictate neck length, shoulder width, waist width/length etc are all bones with sub-branches, this means any edit to these bones translates to all bones within it's sub-branches. Additionally any bone with a sub-branch is not editable with anything currently available, meaning it's impossible.
Would it be possible to make a version where the Female arms are positioned a bit higher?
There's an optional file that positions the Male arms higher, I think the Female arms also need to be a bit higher, that way the neck would appear somewhat less stretched.
Anyway the shoulders already are a nice improvement. Thanks!
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So I'm thinking, is there a possible solution in terms of switching rigs when moving from tpp to fpp? Like, I dunno, forego the smooth transition and have just a brutal switch, which hides the fact that the rig has changed from a rig suitable for fpp viewing to a "proper" shaped tpp rig, so the body looks like it does in inventory and photo mode?
I'm guessing that your mod is not actually doing a rig switch, but a rig shoulder adjustment on transition to tpp view? But would a rig switch be possible at all?
And then further to that, if the body in tpp is using a "proper" tpp rig, then wouldn't that help with the animations problem? (e.g. couldn't you just use the animations that the NPCs have for shooting and swordplay, etc., with some suitable batch change process?)
Dunno, just wondering ... I'm sure modders have probably thought a lot about this already, but I'm just curious.
But all fpp animations need to be changed also.
I know how to fix animations but I dont know how to export them and then impart back to game.
I mean, the shoulders weren't the only problem - the body in side view in tpp also has a caved-in chest that makes the model look like Shaggy from Scooby-Doo when it's loping along :) It also looks like the rib cage is shifted down so that the waist area is shorter in height, as it were (which would also explain the long neck too, come to think of it - presumably that's so you can see more of your chest when you look down in fpp), which also gives the tops of the hips a "square" look. It's still pretty bad really.
Would it be possible to sort all that so that the body is properly-shaped like in the inventory and photomode? That would go a long way to perfecting tpp mode and making it look good. Then the animations problem could be tackled.
Question: do you think the NPCs use a different type of skeleton from the player character? Otherwise, presuming one could find a method of extracting the animations (e.g. shooting animations) from the NPCs, then it wouldn't be a problem having them on the player character. But I'm guessing there must be some difference due to the fact that the player has to control the character, whereas the NPCs just have scripted animations or something?
Thanks for your response - again, just mulling this over. I'm very tempted to dig into modding myself just to sort this out. (I also wonder if looking at the WItcher 3 would help, since that has both tpp and fpp, and somehow transferring what it does to this game?)
I switch skeleton both for tpp and fpp. They are diffirent. Animations like running, walking, shooting are made only for fpp. So u have to use fpp rig in order to use those animations. If u change only rig character goes crazy. So animations needs to be fixed together with skeleton
So in that case, I'm still left with the puzzle: why can't player tpp animations simply be copied over from NPC animations?
Is it that NPCs have different rigs again, and the animations they use would have to be changed so much for player tpp use that you might as well start from scratch, or something like that?
Or is it simply that it's difficult or impossible to extract the animations that the NPCs use in the first place (i.e. they can't even be extracted so that you could look at them and tweak them to fit the player's tpp rig?)
Just an idea, curious what you guys think.
And Ive got another big brain idea to fix the in-game walking, jogging and Sprinting animations. The head and neck need keys so that they do not turn and twist with the torso. The head needs to stay upright and facing forward. I gonna take a look at this and it`ll fix a ton of the jankyness when in tpp.
Along with this i`d like the head to track the camera`s perspective. This game has so much more potential, but damn there`s a lot of work to do.
Additionally any bone with a sub-branch is not editable with anything currently available, meaning it's impossible.
There's an optional file that positions the Male arms higher, I think the Female arms also need to be a bit higher, that way the neck would appear somewhat less stretched.
Anyway the shoulders already are a nice improvement. Thanks!