Over Haul
#76
Posté 19 janvier 2013 - 07:02
Also, male and female in the smaller races tend to have different animation scales, though they're generally close.
#77
Posté 19 janvier 2013 - 07:03
#78
Posté 19 janvier 2013 - 07:26
Rolo Kipp wrote...
<being ok...>
setanimationscale? 0.64 for halfling & gnome... could be, but why have wing/tail scale at all, then?
For that matter (now you have me looking) why have sitdown & sit anims on the base model and not on the a_ba_non_combat?
Edit: Oh, and Draygoth. Beautiful!
<...with being confused>
It pulls the animation scale for the mount from appearance.2da. You can change the scale, but it messes up other things aside from the mount (gargantuan tails and wings anyone?). I played with this quite a bit when I was developing NwnE.
The best way to overcome this - at least in a visual sense - is to create templates for smaller sized horses that correspond to the wee folk. You should be able to do this with the scaling appearance. I remember playing a module that had halfling-sized horses and some parameter scripting to prevent you from getting a mount that was too big for your race. It was really a simple system.
Modifié par Pstemarie, 19 janvier 2013 - 07:29 .
#79
Posté 20 janvier 2013 - 05:15
#80
Posté 20 janvier 2013 - 05:18
#81
Posté 20 janvier 2013 - 05:46
Do your mounts have "wing" nodes? This will not work with the PC's wing nodes when the mount is a tail. Rename the nodes and bake the wings on ;-P
Just a guess, without looking at the model. :-/
<...as soon as he looks up the word>
#82
Posté 22 janvier 2013 - 03:11
Modifié par Draygoth28, 22 janvier 2013 - 03:49 .
#83
Posté 22 janvier 2013 - 05:43
You might just rename the wing node, import the wings without anims, link them to the nodes then import the anims with the anim mapper in nwmax.
edit: the wings will probably import rotated a bit. Wait to fix alignment until you've linked them & imported the anims. Then adjust alignment by rotating the wing base node, rather than the wings themselves. Save a lot of work ;-)
Would you like me (or someone) to take a look?
edit: looks fantastic!
<...where his mouth is>
Modifié par Rolo Kipp, 22 janvier 2013 - 02:56 .
#84
Posté 24 janvier 2013 - 11:24
#85
Posté 25 janvier 2013 - 11:41
Modifié par Draygoth28, 25 janvier 2013 - 11:42 .
#86
Posté 25 janvier 2013 - 11:51
#87
Posté 25 janvier 2013 - 11:53
#88
Posté 26 janvier 2013 - 12:20
Post up the files, if that uncannily perceptive tachyon transmitter doesn't solve it before hand, I'll look at it in the morning.
<...at Starbucks>
#89
Posté 26 janvier 2013 - 04:43
Modifié par Draygoth28, 26 janvier 2013 - 11:32 .
#90
Posté 27 janvier 2013 - 02:26
#91
Posté 27 janvier 2013 - 04:08
First thing I noticed is that you have 21 bones applied to the goatmount skin. NwN can't handle more than... 16? I think. I never use more than 15 per skin. You'll have to split up that gorgeous model and assign the deer bones.
Second is that you still have all of the deer geometry in there (including antlers). You should definitely trim those non-rendering/non-shadow shapes to the minimum needed to influence your skin.
But the "Too Many Bones" thing will crash every time. :-P
<...quick>
#92
Posté 27 janvier 2013 - 10:02
Modifié par KlatchainCoffee, 28 janvier 2013 - 05:47 .
#93
Posté 28 janvier 2013 - 11:07
#94
Posté 29 janvier 2013 - 05:25
Oh! One more NwN limitation - no particular vertex can be influenced by more than 4 bones. So be careful of the overlap.
Edit: I didn't pull up the weight table (under the skin modifier) to check, but I think it's a good bet some of those vertexes are heavily influenced. :-P
<...in a quartet>
Modifié par Rolo Kipp, 29 janvier 2013 - 05:26 .
#95
Posté 29 janvier 2013 - 11:08
#96
Posté 30 janvier 2013 - 04:19
Modifié par Draygoth28, 30 janvier 2013 - 04:19 .
#97
Posté 30 janvier 2013 - 04:49
#98
Posté 30 janvier 2013 - 08:47
Modifié par NWN_baba yaga, 30 janvier 2013 - 08:47 .
#99
Posté 30 janvier 2013 - 11:10
TR
#100
Posté 31 janvier 2013 - 03:40





Retour en haut






