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Weasle's Romantic Animations


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#26
Failed.Bard

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  Not perfect by any means, but I did get it to work using the base RAS animations from the Q haks, combined with the alternate gender support set up on a different pheno.
  Sadly, the human femal leading the waltz with a female elf partner didn't line up quite right still, and that was the best aproximation of a m/f pairing I could set up.

  There's a little demo clip of it here for anyone curious.  I still have to rewrite chunks of my positioning wand scripts to support it, I "faked" the positioning for this demo with a seperate tool.
  Some time tomorrow I might put up a link for the wand and cross-gender support hak, but since NinjaWeaselMan apparently doesn't want the standard RAS hak circulated that won't be included with it.

  Edit:  Uploaded a better version of the demo.  I keep forgetting that uploading in 800x600 gets hacked down to 480 or less, and the quality loss with the amount it was pulled back on the camera made it harder to see than I'd realized.

Modifié par Failed.Bard, 22 septembre 2011 - 10:32 .


#27
Gleym

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That was a female human? I could barely tell it was zoomed out that much. >_>

#28
Wall3T

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i do recall the Server Gameworld: Cormanthor (Cormanther?) uses the same animations in an emote version, you can always ask them as well

#29
Jenna WSI

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Oh wow, that's really impressive. Definitely want that on WSI.

#30
3RavensMore

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This indeed would be a wonderful addition.

#31
Failed.Bard

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  Another small demo here that shows the solo dance as I usually use it.


  I've since changed the menu you can see in it at the start to say "What emote do you want to use?".  I'd been planning to have the player select whether they took the "male" or "female" role in the romantic emotes script as well, but decided instead to have it assign that based on character sizes.
  That keeps the positionings closest to what NWM had made them for.

  As for the rest of it, all the cross gender use changes are done for both the RAS and IAS.
  The positioning scripts are done for both, and mostly tested, in that they definately work for the player, but I can't test the two PC aspects of it on my own.  I just need to get them into erfs still before I upload them.

#32
Jenna WSI

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Did you just make a rave on NW?

#33
Failed.Bard

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Jenna WSI wrote...

Did you just make a rave on NW?


Nope, as far as I can tell the solo dance was always intended to be used with weapons.  It just happens that done quickly, with glowing weapons in a dark area, happens to have that ravelike look to it.
  That's the standard dance included in the RAS at custom 19, just played at 3.0 speed instead of 1.0.

#34
Failed.Bard

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Positioning wand links:

Romantic Animimation Suite.

Intimate Animation Suite.


Animations haks (Entirely NinjaWeaselMan's work.  I just changed 1 letter in each new cross use pheno set.)
These are compressed with 7-Zip.

Romantic Animation Suite (Cross gender only, Pheno 1 by default)

Intimate Animation Suite  (Both, phenos 9 and 10 by default).


These are all just linked from my google docs folder, hopefully there aren't any issues with downloading them.

Modifié par Failed.Bard, 10 novembre 2011 - 02:08 .


#35
3RavensMore

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Very nice! Question - is it possible to make this work with PC/NPC or NPC/NPC as well? I know, I don't ask for much. ;)

The rave you uploading was something I'd not thought of with the dance - it looks fantastic.

#36
3RavensMore

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Duplicate post - Removed.

Modifié par 3RavensMore, 24 septembre 2011 - 02:53 .


#37
Failed.Bard

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3RavensMore wrote...

Very nice! Question - is it possible to make this work with PC/NPC or NPC/NPC as well? I know, I don't ask for much. ;)

The rave you uploading was something I'd not thought of with the dance - it looks fantastic.


  With the default wand, no.  Because of the way the consent convo works that will only work with two PCs.

  The positioning scripts themselves are another matter entirely.  As long as you're calling them from a seperate source you can feed any combination of PC/NPC into it that you want.

  This is the OnActivateItem script I used for testing to allow a PC to waltz with the NPC:

#include "x2_inc_switches"
#include "social_inc"
void main()
{
 if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return;
 object oPC1 = GetItemActivator();
 object oPC2 = GetItemActivatedTarget();
 SetLocalInt         (oPC1, "SOCIAL_EMOTE", 4);
 SetLocalObject  (oPC2, "SOCIAL_SUITOR", oPC1);
 ExecuteScript ("social_cons_yes", oPC2);
}

  As long as the proper variables are stored onto the NPCs first, you can just have one of them run that execute script command, and they'll position themselves and start the animation automatically.

  To make an NPC "rave", you could add this to the end of their OnSpawn:

PlayAnimation (ANIMATION_LOOPING_CUSTOM19, 3.0, 9999.0);


They'll dance until interupted, at which point you'd have to assign that to them again.

#38
3RavensMore

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Ahh...that does the trick. Thank you.

#39
Failed.Bard

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  I'd been playing around with the animations in the Q package some more, and found a few interesting things.  Since the animations are added into the core animations, there are quite a few appearances, both in the vanilla NWN ones and the Project Q added/altered ones (including some CODI ones), that support the RAS emotes.

  I'd say here's a little demo of it, but I got bored and used a whole song this time.  The clip is here, and it should give people an idea of the range of creatures that can be used with them.
  Project Q's excellent golems will also waltz, but I couldn't find any females the right size to pair with them, so they were left out, as were the raving emerald golem's I'd considered adding in the background.

Modifié par Failed.Bard, 27 septembre 2011 - 01:01 .


#40
CainMaris

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Um. Well.

I'm giving the Bastard of Kosigan a bit of a rework / brush-up with some recent haks, and this one certainly finds ... plenty of application. Bit of work to build it into some of the conversations, but geez...

I'm not sure I'm old enough for this game.

#41
Cyrus10

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 How to make the animations work in Single Player without using the wand?

#42
NWN_baba yaga

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Cyrus10 wrote...

 How to make the animations work in Single Player without using the wand?


The ninjaweasel man did a module to show of how it works with conversations...

http://www.sixsiders...d=15&Itemid=107

#43
Jenna WSI

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Hi, Jenna!
Thanks for your interest. You have my permission to use the Romantic Animations Suite in your PW as you see fit. I left the animations in the custody of Q as they were the last people I was working with before I faded from the NWN1 custom content scene. You can contact any of them and tell them that you have my green light to use the RAS. Cheers!
- Your friendly neighborhood Weasel

#44
virusman

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Is 20 custom animation slots enough?

#45
Mavrixio

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virusman wrote...

Is 20 custom animation slots enough?


Nope, not at all!

We use about 50, maybe 100 custom animations. For that, use different phenotypes, but those dont work with the default cloaks and robes.
So yes!, it would be very nice to have more slots.

What could be even better is if the game was smart enought to use the default phenotype model (#0) of cloaks and robes (like it does for the other armor parts), if the model needed is not availaible.

Edit: Not the default phenotype but the phenotype that the creature is using.

Modifié par Mavrixio, 09 novembre 2011 - 10:36 .


#46
virusman

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Where are these custom animations defined? How do I find the animation by its ID?
It'd be even better if there was a file with extra animations that are inaccessible in the game - for testing

#47
Calvinthesneak

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Custom animations are defined in the supermodel files. So some are in a_fa, a_ba, a_ba_non_combat. Generally they are given constant values, but they do not tell you what that animation does. so you'll have a section that will read CUSTOM10_START.


The problem with custom robes and cloaks is that many of them inherit alternate phentypes rather than the default racial ones like armor parts do. Armor parts will inherit pfh0 or whatever. Robes however will use things like a_fa, a_ba_coat, a_fa_skirt.

For animations that use different phenotypes, you can get the robes to work with the animations, by creating a copy of the MDL (don't need the texture) and editing all references to use the correct phenotype. You then change the supermodel in the robe or cloak to match the phenotype base animation file: pfh9. What this does is put the robe in the right position, but it also affects the flow, as it will no longer be animated as intended, this can lead to some interesting results.

I may be explaining it poorly and will have to do so better tonight when I'm home from work.

#48
Mavrixio

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Right, but adding 200(robes)*6(races)*2(genders)*~3(phenotypes used) = 7200 model files to our haks is not very nice. What would be nice is that the client be smeart enought to replace the (for example) pfh0 by pfh<creature phenotype>, when loading a model file.

Modifié par Mavrixio, 09 novembre 2011 - 10:37 .


#49
Calvinthesneak

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It gets worse if you start using Ragnarok's alternate combat animations. You have a good 15 phenotypes, or more in use if you start adding other animation sets. I never found a way to make the client "smart" enough to avoid that, I simply divided the clothing haks into three parts. Cloaks/robes, male and female. I did find a way to do that work fairly quickly with regex replacing, but as you said it is a lot of files (I was somewhere over 15,000 and approaching max hak file limit).

You did miss my point though in the robes tend to use different supermodels than the part based ones. (a_ba, a_fa_skirt, etc) What you're really looking for is the supermodel to be overridden if the PC in question is not using phenotype 0 or 2, and then default to the supermodel pfh33 or whatever phenotype they are switched to.

Something I don't know if even the client extender could do, because in cases of textures, the game engine will simply enforce based on the model name (even if texture reference is different model than the model file that references). Out of my domain of expertise.

Looking at Elglio's notes from the CCG(see the note on the side here).

And for those of you wanting to understand nwn animations a bit better (it's greek to me):  http://ccg.animecafe...rt_5:_Animation

Modifié par Calvinthesneak, 10 novembre 2011 - 12:53 .


#50
Calvinthesneak

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virusman wrote...

Where are these custom animations defined? How do I find the animation by its ID?
It'd be even better if there was a file with extra animations that are inaccessible in the game - for testing


http://ccg.animecafe...ture_Animations


And here is the best I can find for you on custom animations.  You may have to download Vaei's custom animations to see how they are dispersed, or even just look in the animations from 1.69 as bioware left a few behind from WCoC.

Modifié par Calvinthesneak, 10 novembre 2011 - 01:06 .