Vaei - Additional Animations: Upgrading to 1.69 Compliance
#26
Posté 13 novembre 2011 - 08:27
For NPCs you would just have to set the phenotype to 43 and then you could use ActionPlayAnimation to make it do whatever.
When I setup the pheno I also included all the default anims from 1.69 - so the pheno has the full animation selection without any of the additional animations added by the romantic suite.
#27
Posté 13 novembre 2011 - 08:43
Calvinthesneak wrote...
As for the jousting animations don't they already exist in their own phenotype? I think 5.
I think you're right, and that I may have been getting the two confused. I use them for mounted characters, who would have to be in the mounted phenotype already. As long as the two are separate that shouldn't cause any problems for me.
At any rate the custom 4 animation might be easier to use as a default animation. That was sort of my point though, if you have to go through phenotype change it's a bit slow and cumbersome, especially if it's just for something small and minor such as jumping or being in a thinking position.
I agree that pheno changes can be a hassle for this. The visible hiccup when I use triggers to switch between swimming and flying phenos (for example, when someone walks into a lake to swim) are a bit jarring. It will make the new animations a bit more awkward to use. The fact that those aren't visible with the non-pheno RAS animations is something I always appreciated, but I think that's too much to ask in general.
Modifié par AndarianTD, 13 novembre 2011 - 08:45 .
#28
Posté 13 novembre 2011 - 08:52
#29
Posté 13 novembre 2011 - 09:07
Ok, ok, I'm gonna rethink this. Talking with Six now and he's more for adding them to the normal pheno
#30
Posté 13 novembre 2011 - 10:24
I will be happy with whatever form you put them out in, and I could probably muddle through myself given enough time, but keyframes scare me (well all animation does).
#31
Posté 13 novembre 2011 - 11:05
EDIT - Uh-oh is safe, looks like Onward (pointing) is going to be the second one to go
Modifié par Pstemarie, 13 novembre 2011 - 11:15 .
#32
Posté 13 novembre 2011 - 11:16
The hanging animation is more appropriate for another phenotype. As it is more of a DM applied thing than a player elected pose. I'd like to keep it, but don't see why it would be added to the primary models.
I think Onward should be a higher priority.
Modifié par henesua, 13 novembre 2011 - 11:18 .
#33
Posté 14 novembre 2011 - 12:25
The animations can be activated by entering in the commands as outlined in my previous post. Alternatively they can be scripted using the constants defined below:
ANIMATION_LOOPING_CUSTOM5 = headache
ANIMATION_LOOPING_CUSTOM7 = crossed
ANIMATION_LOOPING_CUSTOM8 = jump
ANIMATION_LOOPING_CUSTOM9 = follow
ANIMATION_LOOPING_CUSTOM10 = crouch
ANIMATION_LOOPING_CUSTOM16 = onward
ANIMATION_LOOPING_CUSTOM17 = thought
ANIMATION_LOOPING_CUSTOM18 = sleep
There is NO phenotype change necessary to use the new animations.
Modifié par Pstemarie, 14 novembre 2011 - 12:29 .
#34
Posté 14 novembre 2011 - 12:31
#35
Posté 14 novembre 2011 - 08:47
henesua wrote...
I agree with those choices. BTW does any of the Q team need to contact Vaei for this. I could try if it is needed. Send me a PM.
The hanging animation is more appropriate for another phenotype. As it is more of a DM applied thing than a player elected pose. I'd like to keep it, but don't see why it would be added to the primary models.
I think Onward should be a higher priority.
I tried 3 years ago to get hold of Vaei, and I didn't really change his animations except to use slots 11-20, since WCoC relics were left in the animations. I never got any response, you might have more luck.
#36
Posté 14 novembre 2011 - 09:24
Seconded! :happy: I hope you're doing wonderfully.AndarianTD wrote...
Good to see you again, Rags!
Regarding the actual topic, I shall follow it with interest. I love Vaéi's work. I'd offer to help, but I'm snowed under with my research. If it's still being worked on when I have more free time, though, I'll jump right in.
#37
Posté 14 novembre 2011 - 01:02
Calvinthesneak wrote...
I tried 3 years ago to get hold of Vaei, and I didn't really change his animations except to use slots 11-20, since WCoC relics were left in the animations. I never got any response, you might have more luck.
I have had some contact with Vaei recently. The original Vives was her creation and she was interested in what I was doing with it.
I sent word to her about her animations and let her know of the community's interest to update them. Well see if she responds.
#38
Posté 14 novembre 2011 - 07:14
AndarianTD wrote...
I agree that pheno changes can be a hassle for this. The visible hiccup when I use triggers to switch between swimming and flying phenos (for example, when someone walks into a lake to swim) are a bit jarring. It will make the new animations a bit more awkward to use. The fact that those aren't visible with the non-pheno RAS animations is something I always appreciated, but I think that's too much to ask in general.
In case people aren't aware of it, I'll mention here that there is a remedy for that hiccup that occurs when switching phenotypes in general, although it may not always to possible to use it.
If the character is always going to switch pheno's when doing nothing much else, however, it can be done. It goes like this:
While waiting, characters automatically execute a "pause1" animation. The hiccup occurs because the engine interrupts the animation, applies the new pheno base model, then resumes the animation so there is a brief moment when the stance of the figure is that of the static base model alone, which doesn't generally match the pause1 stance, before the stance in the animation is re-applied. The trick, then is to make the orientations of the parts in the basemodel (pmh47.mdl or whatever) match the orientationkeys at the beginning of the pause1 animation. It's not hard to do and the results are a definite improvement.
OMB
Modifié par OldMansBeard, 14 novembre 2011 - 07:15 .
#39
Posté 27 janvier 2012 - 05:21
If further out I might put them in a temporary HAK until that time. (I keep a "patch" hak into which I put things expected to be in Q, or said to be in Q eventually so that I can easily pull them out when the time comes)
#40
Posté 27 janvier 2012 - 05:49
#41
Posté 27 janvier 2012 - 06:05
#42
Posté 27 janvier 2012 - 06:07
#43
Posté 27 janvier 2012 - 07:30
I listen to podcasts primarily when I am at my work's studio/office - almost never anywhere else because work is the only place where I sit still long enough to listen to something. I hadn't been listening to the NWN podcast at work because the NWN podcast is not in mono. The cleaning person smashed one ear piece on my headphones (by mistake hopefully) two years ago and I hadn't bothered to replace them. I'm the kinda guy that makes do with broken stuff using a roll of ductape and a knife when necessary.
This comment of yours however inspired me to actually take a break and go buy some new headphones. One of my co-workers cheered when they heard I was going to replace them. This is life changing!
Anyway... I look forward to the podcast.
Modifié par henesua, 27 janvier 2012 - 07:35 .
#44
Posté 19 février 2012 - 09:15
Pstemarie wrote...
The biggest problem with these is, as you pointed out, the lack of cloak support. For some of the animations - jumping - it wouldn't be too difficult to animate the cloaks. However, it IS very labor intensive and time consuming.
You would need to start with Vaei's versions of a_fa and a_ba_non_combat and eliminate all but the anims Vaei added from the files using a text editor (I use textpad).
Next you would have to verify that the numbering for Vaei's anims are not the same as any of the anims used in the 1.69 versions of the files.
Open the 1.69 a_fa and a_ba_non_combat files in 3ds and using NWMax IMPORT the anims from Vaei's models into the 1.69 versions.
Now comes the fun partYou'll need to go through Vaei's anims just about frame-by-frame and set the rotation keys for the cloak manually. Make sure you only adjust the rotation and NOT the position. Also, be sure to SET the keys for each part moved in the frame before moving onto the next part or next frame.
Just to give you a timeframe - so you know what to expect - it took me two weeks to add cloak support for the Demonblade pheno (available soon in Project Q 1.5 - pardon the shameless plug)
Ok I finally have some time again and attention in nwn. I'm trying to follow these steps, but having issues when i am trying to import Vaei's custom anims.
So I took the 1.69 a_fa, decompiled it, put it aside
I took Vaei's a_fa and stripped out all the animations except the custom ones, so it only has geometry and custom anims.
When I go and try to import on the aurora base in 3ds, before import I have ~2130 frames. When I try to add the vaei animations it seems to reset things and there are 230 frames.
Am I doing something wrong?
Picture might be worth a thousand words?





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