How can I make one actor do the casting (with staff) and freeze another actor, as if he casts Winters Grasp? I can't seem to find the simple casting animation, only the one for Fire Blast/Cone of Cold and how can I make the actor appear frozen?
Casting a winter's grasp.
Débuté par
0x30A88
, oct. 20 2010 01:26
#1
Posté 20 octobre 2010 - 01:26
#2
Posté 20 octobre 2010 - 03:25
From ABI_base.xls, the conjure and cast animations for Winter's Grasp are ua_dconjure_start and ua_acast. The impact VFX is fxa_ice_wg_c
To make the target appear frozen, try one of fxa_crt_pet_ice_c or fxa_ice_crust_c
To make the target appear frozen, try one of fxa_crt_pet_ice_c or fxa_ice_crust_c
#3
Posté 20 octobre 2010 - 05:03
Can't find ua_dconjure_start or ua_acast, isn't there something prefixing that, like mh. - can't find it.
#4
Posté 21 octobre 2010 - 04:37
mh_c.etc
there's also some stf ones if your character is using a staff.
male human combat unarmed cast (spell type d or spell type a)
there's also some stf ones if your character is using a staff.
male human combat unarmed cast (spell type d or spell type a)
#5
Posté 21 octobre 2010 - 10:14
That one worked... Now onto all the sounds required in my little 20-sec cutscene - is there any naming convetions I should know about there?
...and I have two followers, which will always be the same, how do I make dummies for them?
EDIT: Can't seem to find the sound for fainting, nor do I find a sound list... and one have to put them out there to play them. Life's short, so can someone tell me what sound it is for hitting the ground after fainting?
...and I have two followers, which will always be the same, how do I make dummies for them?
EDIT: Can't seem to find the sound for fainting, nor do I find a sound list... and one have to put them out there to play them. Life's short, so can someone tell me what sound it is for hitting the ground after fainting?
Modifié par Gisle Aune, 21 octobre 2010 - 01:16 .
#6
Posté 21 octobre 2010 - 03:53
heyas gisle; (or uvan?)
for your followers, use the basic info on how to add the player to the scene, and using the mapping tag.
http://social.biowar...ding_the_player
the henchmen will be "HENCHMAN 1" and "HENCHMAN 2".
for best results, use the base race/gender/class creature as their 'dummies.' those are in the core creatures under DO NOT TOUCH.
search tip: when you're trying to find an animation (or sound or whatever), in the file picker, try typing in wildcard searches. like *cast* will find every file with the word 'cast' anywhere in it. you can use that any time you don't know what prefix or suffix it's supposed to have.
for the animation sounds, have you tried activating creatures in the area instead of placing them in the cutscene? (this makes animation sounds automatically play with the animation.) you didnt mention if this was for an in-game cutscene or a standalone machinima type cutscene. if it's for a game, you could put the dummy actors in the area -- as inactive, then just activate them in the cutscene. then use the mapping tag to change them into your followers.
if it's not for an in-game scene, you could just create duplicates of your followers to put in the area and activate them, and not have to worry about mapping at all.
my sound palette is empty, too. where the DIP are sounds???
for your followers, use the basic info on how to add the player to the scene, and using the mapping tag.
http://social.biowar...ding_the_player
the henchmen will be "HENCHMAN 1" and "HENCHMAN 2".
for best results, use the base race/gender/class creature as their 'dummies.' those are in the core creatures under DO NOT TOUCH.
search tip: when you're trying to find an animation (or sound or whatever), in the file picker, try typing in wildcard searches. like *cast* will find every file with the word 'cast' anywhere in it. you can use that any time you don't know what prefix or suffix it's supposed to have.
for the animation sounds, have you tried activating creatures in the area instead of placing them in the cutscene? (this makes animation sounds automatically play with the animation.) you didnt mention if this was for an in-game cutscene or a standalone machinima type cutscene. if it's for a game, you could put the dummy actors in the area -- as inactive, then just activate them in the cutscene. then use the mapping tag to change them into your followers.
if it's not for an in-game scene, you could just create duplicates of your followers to put in the area and activate them, and not have to worry about mapping at all.
my sound palette is empty, too. where the DIP are sounds???
#7
Posté 21 octobre 2010 - 05:03
I did that and copied over all the animations and it works with the running, but the animation, mh.cb_faint_en, gives no sound at all.
#8
Posté 21 octobre 2010 - 06:34
There are some animations without sound but this one has sound assigned. The event editor could be useful.
> Tools > Animation Events - search for the faint event in the mh. group - add the event to the timeline (of the event editor) to hear the sound...
> Tools > Export > Post to local - the event can be found now in the toolsetexport folder and the sound should be now available
But don´t expect to much; it could be too quiet.
You can find more information on the event editor in the wiki (last paragraphs of the page):
http://social.biowar...end_tree_editor
> Tools > Animation Events - search for the faint event in the mh. group - add the event to the timeline (of the event editor) to hear the sound...
> Tools > Export > Post to local - the event can be found now in the toolsetexport folder and the sound should be now available
But don´t expect to much; it could be too quiet.
You can find more information on the event editor in the wiki (last paragraphs of the page):
http://social.biowar...end_tree_editor
Modifié par Yara Cousland, 21 octobre 2010 - 06:43 .
#9
Posté 21 octobre 2010 - 07:36
Is that the only way? Surely it wouldn't be that hard to go around it, given the sound's filename.
#10
Posté 21 octobre 2010 - 08:52
Hm, no. You didn´t mention if you need the sound assigned to animations in-game or a machinima type cutscene. To my opinion it is the best option for the first. For the second you will have other possibilities: record the sound played in the event editor and reuse it in your av software or look for an adequate sound for a body fall in the palette window (i.e. under glo_fly_bf) and insert a speaker.
#11
Posté 21 octobre 2010 - 09:05
It is for a game module, not a machinima. ...and thank you, I just added the sounds as emitters into the cutscene editor, thus no need to dabble into the event thing -- yet.
Modifié par Gisle Aune, 21 octobre 2010 - 09:13 .
#12
Posté 09 novembre 2010 - 07:57
Gisle Aune wrote...
EDIT: Can't seem to find the sound for fainting, nor do I find a sound list... and one have to put them out there to play them. Life's short, so can someone tell me what sound it is for hitting the ground after fainting?
I would like to add now for everyone who wants to know where to find the adequate sound without spending too much time on a search in the nested tree structure:
The worksheets
- sound_movement.xls
- sound_ weapon.xls
- sound_bodyfalls
- sound_gui.xls
are rather helpful to get an overview where to find which sound.
They can be found in the folder your_DAO_installation_ path - tools - source - 2DA
Modifié par Yara Cousland, 09 novembre 2010 - 07:57 .





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