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Fixing the Ossian Wererat Model


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12 réponses à ce sujet

#1
MokahTGS

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 Could someone take a few minutes and fix the wererat model so that they hold weapons the correct way?  Currently they hold them backwards:

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That's great if they are performing surgery on themselves, but a bit odd for combat.

#2
Guest_Chaos Wielder_*

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Hopefully that's not a silver ax.



I bet it's the same with the werewolf--IIRC, they use the same skeleton.

#3
MokahTGS

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Well, can they both get fixed?

#4
Morbane

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I noticed the same thing - I think the way it is handled is the Weapon / Armor/ Items are "merged" via the polymorph.2da, but are not visible...

#5
MokahTGS

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no, the problem is with the model. I'm not using the Wererat as a creature...I'm using the wererat model as another creature, as a Ratman. The model needs to be fixed (namely by someone who knows how to do that sort of thing.) I'm assuming that the model's skeleton is not configured correctly.

#6
ArtEChoke

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I can fix it. That skeleton only has unarmed attacks though: one left-arm swipe, and one bite.

In order to get the creature to even strike with a weapon, it will have to be dual-wielding.

Modifié par ArtEChoke, 12 septembre 2010 - 04:27 .


#7
Morbane

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If you already have a skeleton for the ww that is dual wielding - would it work for the ree-werewolf? eg just insert the skeleton into the proper 2da? If so - count me in on the weapon wielding ww skeleton!

#8
ArtEChoke

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Ree's werewolf has a custom skeleton, and you can't swap them in and out - you'd just have a pile of angry looking polygons.On the other hand, Ree properly aligned his attachment points, so if you're ok with the creature not gripping its weapons, then you can arm him normally (1H or 2weap).

Modifié par ArtEChoke, 12 septembre 2010 - 11:26 .


#9
Morbane

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ArtEChoke wrote...

Ree's werewolf has a custom skeleton, and you can't swap them in and out - you'd just have a pile of angry looking polygons.On the other hand, Ree properly aligned his attachment points, so if you're ok with the creature not gripping its weapons, then you can arm him normally (1H or 2weap).


Cool B)

#10
MokahTGS

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Sigh...so let me get this straight...I can't have a rat man with a crossbow...I can't have a ratman with a spear...the only ratman I can have is a duel wielding one?



To properly fix this do new animations have to be made?

#11
BigfootNZ

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MokahTGS wrote...

Sigh...so let me get this straight...I can't have a rat man with a crossbow...I can't have a ratman with a spear...the only ratman I can have is a duel wielding one?

To properly fix this do new animations have to be made?


Yes im affraid. As for the wonky axe, id say that is because an attachment point dummy (not sure what the NWN2 version is called) is aligned and by the looks of it positioned wrong id hazard to guess.

Thing is the one good thing with NWN2 is you can make new animations and incorporate em fairly easy (although you'd have to reapply the models skin to the skeleton otherwise it might be hard to judge things when animating a bar skeleton.

This is why if your gonna make a creature model with hands at least give it an unarmed, 1-handed weapon set of animations... given how NWN2 has less animations for combat, people should really do a full set (unarmed, 1-hand, 2-hand, 2 weaps, polearm...

Very much worth it in the long run, considering.

#12
Hellfire_RWS

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BigfootNZ wrote...

Yes im affraid. As for the wonky axe, id say that is because an attachment point dummy (not sure what the NWN2 version is called) is aligned and by the looks of it positioned wrong id hazard to guess.

You would be 100% right, and yes, they are called APs "Attachment Points"  :)

Modifié par Hellfire_RWS, 12 septembre 2010 - 11:11 .


#13
ArtEChoke

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nvmnd.

Modifié par ArtEChoke, 13 septembre 2010 - 02:08 .