-Semper- wrote...
i've got a question too: all the animations like walk, fight, death, idle and so on are at place and the movement is controlled via the engine. but what is with special animations along a path? like a flying dragon starting from a hill and landing in front of the player, or character rolling down a hill, or a custom running animation while drawing the sword for a cutscene and so on. how do create such animations which needed out of place movement? will this path automatically processed in relation to the root in max or is it impossible within the nwn2 engine?
There a little tricky, but im sure their possible... the root or 0,0,0 local world co-ordinates of the 'character' is what is used in relation to the models actual ingame location. You place your ingame model in the toolset at say 10,10,0 .... but the models mesh is animated to do a running jump over a few meters, the model plays this animation and looks like its moving forward but that is only the 3d mesh and skeleton moving forward in its local space, and in reality the 'character' hasnt moved beyond it initial position of 10,10,0.
You'd have to set up an animation that has the dragon leap up and fly a specific distance you would then jump the npc to the location it appeared to land, once the animation is done (ie during the course of the animation the dragon is infact still on the hill, then once its done you 'Jump' the dragon to the spot its animation showed it landing in... which can be fraught with issues with timing and then things like ingame tweening of animations which I dont know much about with NWN2, NWN1 had tweening but you could force it to ignore this on an animation).
NWN1's appear and disappear animations where very usefull for this sort of thing... you could have your dragon leap into the air despawn then respawn where you want it with a Appear animation having it crash down wings flapping on the ground... NWN2 doesnt have the appear and disappear animations

which is a pitty... then again they might still be in their somewhere but it would take fudging animation file prefixs to find it through hit and miss.
Also i kinda take it back what ive said about Granny... its actually rather easier than i expected, ive avoided animations due to it, but fiddling around yesterday it seems to work quite well... export mesh or bone models that are animated as skeleton file, export all animated meshs as animation file... export everything as MDB.
Edit:- hey Hellfire with the levitation animations do you make the levitator untargetable ingame through scripting?... since the Z axis is non existant?
Modifié par BigfootNZ, 09 octobre 2010 - 10:29 .