Weasle's Romantic Animations
#1
Posté 19 septembre 2011 - 10:30
http://ninjaweaselman.sixsiders.com/#
#2
Posté 19 septembre 2011 - 10:41
Ooh! Ooh! I know this...!
It's included in Project Q =)
and included a really great image :-)Estelindis wrote... <in this thread>
One more note on custom animations: Ninja Weasel Man's romantic animations are part of ProjectQ. It seems most authors haven't done much with them, but Andarian's Sanctum of the Archmage series shows how they can give us some really tender moments:
I'm definitely looking at them, myself.
<...excited>
Modifié par Rolo Kipp, 19 septembre 2011 - 10:42 .
#3
Posté 20 septembre 2011 - 12:09
Modifié par Jenna WSI, 20 septembre 2011 - 12:09 .
#4
Posté 20 septembre 2011 - 11:18
as far as trying to figure out how they work, im at a lost :-| im not very good at scripting so i abandoned the idea, but still kept the file
#5
Posté 20 septembre 2011 - 12:45
Kind of a nice little "touch", if you ask me. Wish OMB had included more stuff like that.
Nope, OMB says he just used default NWN animations.
My bad.
Modifié par WebShaman, 20 septembre 2011 - 03:10 .
#6
Posté 20 septembre 2011 - 08:23
#7
Posté 20 septembre 2011 - 09:16
#8
Posté 20 septembre 2011 - 09:42
I'm confused by this, since the RAS animations are designed to work with characters of the opposite gender. Did you mean to write the same gender, or different races?Failed.Bard wrote...
As a sidenote about his animations, making them work for the opposite gender requires copying them to a second phenotype, and linking all the racial base models to the opposite genders supermodel. It's essentially a change of one or two letters for each racial type and gender to do the switch, and then tweak the spacings in the positioning scripts to accomodate the difference in base size.
*Nods* At the time I was helping him to test it, my understanding of his plans was that he was going to create a download page for it, either on the Vault or on his personal website. I agreed to help him finalize his demo module and to write up a documentation package for it, and he agreed to let me host it until he got around to distributing it himself. He never did, though, and appears in the end to have decided to release it only through Project Q.Estelindis wrote...
Andarian has also made a handy demo module and user guide as part of one of the download packages for his Sanctum series, but since he obtained special permission to distribute a discrete RAS package for that series it can't be redistributed from his site. Accordingly, I suggest checking that package out to get a grasp on how to use the animations and then using Project Q.
For that reason I would recommend simply using Project Q (I believe you only need the q_race hak) for anyone who wants to use the RAS. I'll actually be doing that soon myself. With Sanctum of the Archmage V4.0 -- which I'm currently working on for a release this fall -- I will be updating the series to use Project Q, after which I won't need the standalone hak on my site any longer.
Modifié par AndarianTD, 21 septembre 2011 - 03:32 .
#9
Posté 21 septembre 2011 - 05:15
I helped him test a few other things when he was starting development. Generally the way his animations work is that you assign a different phenotype to each actor (you define in phenotype.2da). Then it's a matter of setting scripting up that will position and apply the correct animation to each actor. So say for the dancing animation the male would play animation 11, and the female would be animation 16. You can of course apply any one of the animations to a single char but they look sort of funny without the other animation to complete it.
Nightmood did some extensive work with his original adult animations to provide some exchanges for different races. I haven't looked at the romantic animations so I can't say if it would be easier or harder. Ninjaweaselman did have the animations as a standalone on his own blog/website for a time, but I cannot say if it remains.
#10
Posté 21 septembre 2011 - 11:10
The animations slots used by the RAS (Romantic Animations Suite) are identified in the documents and threads that Este linked to. They are:Calvinthesneak wrote...
I belive Ninjaweaselman was going to use the default animation slots 11-20, that was his initial plan.
ANIMATION_LOOPING_CUSTOM11 - Standing Kiss Animation
ANIMATION_LOOPING_CUSTOM12 - Lying Kiss (Man on Top)
ANIMATION_LOOPING_CUSTOM13 - Lying Kiss (Woman on Top)
ANIMATION_LOOPING_CUSTOM14 - Standing Hug Animation
ANIMATION_LOOPING_CUSTOM19 - Exotic Dance (Female Only)
ANIMATION_LOOPING_CUSTOM20 - Partner Dance (Waltz)
Just for the record, the Romantic Animations suite doesn't involve a phenotype change. You can see that in the demo video I posted -- the transition to and from the kissing animation is smooth and doesn't have that "visual sutter" you normally see when characters change phenotypes. The different models (male and female phenotypes) will behave differently when playing the same animations, though, and are designed to "fit together" to make them work visually. That said, I found that they generally don't look too bad for same-pheno use either, as long as you tweak the starting positions a little.I helped him test a few other things when he was starting development. Generally the way his animations work is that you assign a different phenotype to each actor (you define in phenotype.2da). Then it's a matter of setting scripting up that will position and apply the correct animation to each actor... I haven't looked at the romantic animations so I can't say if it would be easier or harder.
No, he never did -- not for the Romantic Animations Suite. He did for the Intimate Animations Suite, but keep in mind that the RAS and the IAS are two wholly separate and different systems and packages. Had he ever put the RAS on his website, I would have linked to it in my Sanctum downloads instead of hosting a copy on my own website.Ninjaweaselman did have the animations as a standalone on his own blog/website for a time, but I cannot say if it remains.
Modifié par AndarianTD, 21 septembre 2011 - 11:18 .
#11
Posté 21 septembre 2011 - 01:40
Ideal would be having all of those animations together. I am afraid I an animation hack, and I tend to just chop and paste the animation sections together, but always wind up with some oddness, such as cloaks for male dwarves not working, or slightly misaligned female belts or something.
Anyhow if you look at: http://nwvault.ign.c....Detail&id=1334
It is Vaei's animations I recompiled in slots 11-20. Anyhow down in the comments Ninjaweaselman said at some point he was going to try and compile both sets together, I don't know if he ever did.
#12
Posté 21 septembre 2011 - 07:07
One thing I noticed testing it in Sinfar was that some of the animations don't work across different races. Would be nice to get that fixed somehow, if the maker doesn't mind.
Modifié par Jenna WSI, 21 septembre 2011 - 07:09 .
#13
Posté 21 septembre 2011 - 08:41
AndarianTD wrote...
I'm confused by this, since the RAS animations are designed to work with characters of the opposite gender. Did you mean to write the same gender, or different races?Failed.Bard wrote...
As a sidenote about his animations, making them work for the opposite gender requires copying them to a second phenotype, and linking all the racial base models to the opposite genders supermodel. It's essentially a change of one or two letters for each racial type and gender to do the switch, and then tweak the spacings in the positioning scripts to accomodate the difference in base size.
All of his animations, from both the romantic and intimate animation suites, are designed to only work by default for a male/female pairing.
Making it so that you can have a m/m or f/f pairing is most easily done by setting up the animations on a seperate phenotype and linking them to the opposite genders supermodel within that pheno.
That allows for a female to lead in the waltz, for example, and the "male" and "female" roles are determined entirely by which player initiates the animation, instead of an arbitrary gender check.
Because the positionings are set based on a m/f of the same race, positioning tweaks are then needed to keep the spacings looking correct, and cross race matches are harder still to line up properly. Using the waltz again as an example, a human female would likely have to be paired with an elf (male or female) for the hands to line up when she leads.
#14
Posté 21 septembre 2011 - 09:33
Failed.Bard wrote...
All of his animations, from both the romantic and intimate animation suites, are designed to only work by default for a male/female pairing.
Making it so that you can have a m/m or f/f pairing is most easily done by setting up the animations on a seperate phenotype and linking them to the opposite genders supermodel within that pheno.
That allows for a female to lead in the waltz, for example, and the "male" and "female" roles are determined entirely by which player initiates the animation, instead of an arbitrary gender check.
Because the positionings are set based on a m/f of the same race, positioning tweaks are then needed to keep the spacings looking correct, and cross race matches are harder still to line up properly. Using the waltz again as an example, a human female would likely have to be paired with an elf (male or female) for the hands to line up when she leads.
This is a few leagues over my head, but it would be an amazing treat (and surprise!) for my ladies on little our PW.
<tips her head to those more talented than she>
Modifié par 3RavensMore, 21 septembre 2011 - 09:34 .
#15
Posté 21 septembre 2011 - 09:51
#16
Posté 21 septembre 2011 - 11:24
Step 1:
copy pfa9.mdl through pfo9.mdl and pma9.mdl through pmo9.mdl to get backups. If you're going with phenotype 10, for example, "pfa9 - Copy.mdl" will get renamed as pfa10.mdl after you do your copying step.
Step 2:
Open up each of the new phenotype models in notepad, or similar plain text editor.
You'll see a line that looks something like one of the following in each of the "female" ones:
setsupermodel pfa9 infh_anims
setsupermodel pfd9 alt_dfa9
setsupermodel pfe9 infh_anims
setsupermodel pfg9 infh_anims
setsupermodel pfh21 infh_anims
setsupermodel pfo9 alt_dfa9
Remove the "f" from each. "setsupermodel pfa9 infh_anims" becomes "setsupermodel pfa9 inh_anims"
You'll do the opposite for the "male" mdl files, adding that "f" in.
Step 3:
After saving your changes, add the new phenotype mdls into your hak and save. You're now done that part of it.
Step 4:
Setting the proper phenotype based on gender and role. This is a bit trickier, since you need a system where the "male" role is assigned by the initiator, not by base gender. Phenotypes are set within the script by something like this:
if (nRole == MALE)
{
nPheno1 = GetGender (oPC1) == GENDER_MALE?9:10;
nPheno2 = !GetGender (oPC2) == GENDER_MALE?9:10;
}
if (nRole == FEMALE)
{
nPheno1 = !GetGender (oPC1) == GENDER_MALE?9:10;
nPheno2 = GetGender (oPC2) == GENDER_MALE?9:10;
}
SetPhenoType (nPheno1, oPC1);
SetPhenoType (nPheno2, oPC2);
The constants for male and female I'd used are these:
const int FEMALE = 1;
const int MALE = 2;
Given a bit of time I could probably get just the positioning scripts bundled up into an erf. I'm not sure I still have the ones I'd done for sinfar with the tweaked racial positioning adjustments built into them, though.
#17
Posté 21 septembre 2011 - 11:31
#18
Posté 22 septembre 2011 - 01:22
Modifié par 3RavensMore, 22 septembre 2011 - 01:34 .
#19
Posté 22 septembre 2011 - 01:40
I'll have to take a look at it with nwnexplorer, and see how much work it'd be to do.
#20
Posté 22 septembre 2011 - 01:54
Edit: Please forgive me if I'm asked questions that are painfully obvious to everyone here. I build, I've never modded...
Modifié par 3RavensMore, 22 septembre 2011 - 01:57 .
#21
Posté 22 septembre 2011 - 02:17
3RavensMore wrote...
The hak that I have -- sx_romance -- has 7 .mdl files, and they are viewable in notepad. One of my players sent it to me some time ago; I assumed it was from Q, though I don't have Q installed, so I'm not certain of that.
Edit: Please forgive me if I'm asked questions that are painfully obvious to everyone here. I build, I've never modded...
There's nothing wrong with asking questions, even ones that may seem obvious.
I know very little about the modeling and animation side of things myself, and that it only took a change of 1 letter took me a good two hours to figure out even knowing it could be done somehow.
As for the hak you have, I haven't seen that one, so I'm not sure what you would need to do to alter that one.
#22
Posté 22 septembre 2011 - 04:05
I'd say CompDComp Front end, but some of microsofts fixes broke the visual C++ runtime used to create it.
I can do the notepad slicing, but as I said I always wind up breaking something with default animations, be it the 1.68 cloaks or something. If someone with animation experience has done it, would be nice to have as a community release (Vaei's + Ninjaweaselmans RAS).
#23
Posté 22 septembre 2011 - 04:26
The issue with altering the Q animations, is that I don't know enough about the animations to know how to tell which of them is which in the ones that are gender keyed. I can likely figure it out through trial and error, but I don't expect I could get them in a format that could be added into existing mods in an unobtrusive way through that method.
That's part of why I prefer the specialty emotes on different phenotypes, easier to just plug in, but you lose support for animating the robes and cloaks most times if they're moved off the base pheno.
Unfortunately, there are drawbacks to both systems. They're much smoother and better supported on the base pheno, but getting them set up for cross-gender support there would take up 9 of the 20 custom slots.
#24
Posté 22 septembre 2011 - 05:33
Those can be converted to work for the opposite gender in the same manner, but they do lose support for the robes and cloaks as I'd expected.
Unfortunately, if you want to wear a dress while waltzing, at least as a female, it means you can't lead using that method of converting.
I'll take another look at the other system again, but at the moment it looks like a hybrid of the two methods might be the best I can manage with my limited skill with mdl files.
#25
Posté 22 septembre 2011 - 06:19
Basic supermodel heirarchy. For some robes you will wind up with badly synched animations that don't really fit, but unless you want to create new robe anims to fit the custom pheno.. it's the best you are going to do.





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