I made animated wallpapers. I noticed that during the video playback process, there will be frequent screen flashes. After careful observation of the animated wallpaper you created, I found that you also have this issue. Is the reason for this problem due to the short duration of 3s, 6s, and 10s. If possible, I implore you to make animated wallpapers that take longer. And then... Request to make the naming of the image simpler. For example, 1 to 239. If it's not possible, it's okay. Thank you. I think your Mod is very innovative. I don't know why not many people use... Your Mod is God. Thank you very much for your efforts.
ooh yes, I think I do know what this is, 1) yes - when the nif completes the frame set and "returns" to frame 1, is quite likely a thing that can take the game a little longer than the set frame rate
2) it is entirely possible that, the return to frame 1 is not the whole problem. The frames are set to 24 fps, which is quite low tbh and likely to be the bigger culprit. The only REAL way, I can see to be completely "flicker free" 100% is to re key the meshes to above 30 fps. But, this will create a small problem when making image sets, that is the extra frames which will need to be exported and stored. The texture sets already for a 10 second long animation is 200+ images
- yes I think some higher fps meshes may be in order, will take some time tho, but not impossible
30 frames per second, 180 frames for 6s, and 300 frames for 10s. Um.. 300 frames is 60 frames more than the 10 second animation of 240 frames... There is a question, can the naming of layers be simplified....
yes - and this is best done either ... 1) when setting your own format - it will require copmpletely frame by frame reassigning of each texture ... BUT .. after doing this one time .. you will have a nif set to YOUR filenames .. make a copy and go wild :):) after that .. this nif will use THAT naming system ..
2) when making a 'new' or additional nif .. (for eg when making the 30fps) .. set this one from the get go with a system you like. When Exporting from PhotoShop, I only name the first file - after which Photoshop appends with successive numbers (is why it is like it is)
Wow.. After using ENB to lock the game frames to animation frames, it seems that there is no screen flickering. However, 24 frames are too low... Perhaps 60 frames may need to be made... Horrible 600 frames... Um... The 6-second animation will be 360 frames.
Hello, I am trying to figure out how to create a custom Animated wallpaper such as the ones that you have here. I want to replace the main menu's wallpaper with some scenes from the live action trailer. Any help or insight would be super appreciated.
This posting contains a How To in detail - in the form of a .pdf basicaly is decompress the video clip to individual frames .. and then assign them to mesh in sequence If you stick to the naming that I have used - textures can be replaced by simply drag and drop and is pretty easy to use when generating the frames
The armor in the 3rd picture is a set I ported some time ago, Kitsune Mech armor. Clockwork Tot All In One has a copy right here on Nexus. The armor by itself is listed here (free of course) It is only in CBBE atm - Let me know if would like a conversion to another body type.
Thank you for replying and letting me know. I have the other version '....and dodgey magic' installed instead - probably why I've not found the set through AddItem menu. This will round off my Dwemer obsessed character nicely along with reinforced key, coachgun, swords and items from Osare Culort set and TERA Gunslinger outfit.
A Clockwork Tot - is a self propelled weapon of mass destruction, a quick example would be a Monkey Bomb which Jinx (League of Legends) would deploy ...
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2) it is entirely possible that, the return to frame 1 is not the whole problem. The frames are set to 24 fps, which is quite low tbh and likely to be the bigger culprit. The only REAL way, I can see to be completely "flicker free" 100% is to re key the meshes to above 30 fps.
But, this will create a small problem when making image sets, that is the extra frames which will need to be exported and stored. The texture sets already for a 10 second long animation is 200+ images
- yes I think some higher fps meshes may be in order, will take some time tho, but not impossible
1) when setting your own format - it will require copmpletely frame by frame reassigning of each texture ... BUT .. after doing this one time .. you will have a nif set to YOUR filenames .. make a copy and go wild :):) after that .. this nif will use THAT naming system ..
2) when making a 'new' or additional nif .. (for eg when making the 30fps) .. set this one from the get go with a system you like.
When Exporting from PhotoShop, I only name the first file - after which Photoshop appends with successive numbers (is why it is like it is)
basicaly is decompress the video clip to individual frames .. and then assign them to mesh in sequence
If you stick to the naming that I have used - textures can be replaced by simply drag and drop and is pretty easy to use when generating the frames
The armor by itself is listed here (free of course) It is only in CBBE atm - Let me know if would like a conversion to another body type.
Tiny -Overpowered-Terror