Prevent Idle Animation on Creature
#1
Posté 28 juillet 2010 - 12:24
The reason I am doing this is to have the statue look like it has been pushed aside by the PC by using ActionMoveToLocation() - I have it so it works but there are two things that kill the illusion: the idle animations and the Humanoid the SFX is attached to (so far) has to be visible for the statue SFX to render in-game. Another issue is that apparently the size of the Humanoid affects the size of the statue SFX - if I use a Human the size is perfect...
Any tricks or suggestions are welcome -
Thanks in advance.
#2
Posté 28 juillet 2010 - 12:46
Let me get this straight. A trouser attached snake?I have created a SFX of a X2 snake statue - it is attached to a Humanoid's Pelvis -
And you want the trouser snake not to move?the idle animation makes the statue move like it is alive - it would be nice if I could prevent that.
#3
Posté 28 juillet 2010 - 02:06
Instead of attaching the model to the pelvis of the skeleton, try the INVALID_ATTACH point. I did this before to create a human with his head in a stockade and needed to prevent him from moving. It worked for me in this case, not sure if your model will work.
#4
Posté 28 juillet 2010 - 05:22
kamalpoe wrote...
Let me get this straight. A trouser attached snake?I have created a SFX of a X2 snake statue - it is attached to a Humanoid's Pelvis -
And you want the trouser snake not to move?the idle animation makes the statue move like it is alive - it would be nice if I could prevent that.
Modifié par Morbane, 28 juillet 2010 - 05:29 .
#5
Posté 28 juillet 2010 - 05:26
JasonNH wrote...
LOL @ kamalpoe.
Instead of attaching the model to the pelvis of the skeleton, try the INVALID_ATTACH point. I did this before to create a human with his head in a stockade and needed to prevent him from moving. It worked for me in this case, not sure if your model will work.
I tried that one - it made the SFX be below the ground - I think this is one of those things that will take some off the wall figuring out.
If I can avoid the relational references to private parts.
#6
Posté 28 juillet 2010 - 05:35
Morbane wrote...
I tried that one - it made the SFX be below the ground - I think this is one of those things that will take some off the wall figuring out.
What about raising the position of it then? You can use the "Position" field under the Location settings to make it higher.
#7
Posté 28 juillet 2010 - 05:36
#8
Guest_Chaos Wielder_*
Posté 28 juillet 2010 - 06:27
Guest_Chaos Wielder_*
diophant wrote...
In NWN1, there was a visual effect VFX_DUR_FREEZE_ANIMATION, which worked well. Don't know if it still works in NWN2.
It works for me in NWN2.





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