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#76
Failed.Bard

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sitdown and sit animations are handled on the small races in the base models because the chair heights, unlike the sit heights in the supermodels, don't scale based on model size. It's one of the reasons I ended up having to put the chair sit animations I'd made into each races model to get them to look right. They'd end up setting well above the chair or ground.

Also, male and female in the smaller races tend to have different animation scales, though they're generally close.

#77
NWN_baba yaga

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very good work once again and if i can make a suggestion. The wargs from the new hobbit movie are awesome. Maybe you find them interesting to do in the future too;)

#78
Pstemarie

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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
Draygoth28

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Any ideas on how to stop the wings from disappearing when mounted? I tryed using VFX on mount, but resulted in crashing.

#80
Pstemarie

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If memory serves either the wing node is missing from the supermodels or the scripting for mounting removes them.

#81
Rolo Kipp

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<extirpating...>

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
Draygoth28

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Rolo i think that is what i need to do, but hate to lose the animations. This is what I have now.

Posted Image

Modifié par Draygoth28, 22 janvier 2013 - 03:49 .


#83
Rolo Kipp

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<putting his max...>

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
Draygoth28

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Thanks for the offer, i will try to fix it before i bother others.

#85
Draygoth28

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Big problem with the Goat mount. i can't get him to scale, and he will crash toolset if he is placed. Anyone have time to check this out and try to solve the issue's. If so i can upload the files here.

Posted Image

Modifié par Draygoth28, 25 janvier 2013 - 11:42 .


#86
dusty.lane

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Why is he purple?

#87
Draygoth28

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Its the lighting in the area. He is white.

#88
Rolo Kipp

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<wishing he was bellied up to the bar...>

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
Draygoth28

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I uploaded both the Hak and gmax model. See what you can do with it. The files should be visible now.

Modifié par Draygoth28, 26 janvier 2013 - 11:32 .


#90
Draygoth28

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I had forgotten that you had to make the files veiwable to all. They should be good to go now.

#91
Rolo Kipp

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<getting the bad news out...>

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
KlatchainCoffee

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Cool stuff!

Modifié par KlatchainCoffee, 28 janvier 2013 - 05:47 .


#93
Draygoth28

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Thanks for the info. Rolo.

#94
Rolo Kipp

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<playing (badly)...>

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
Draygoth28

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I got it working correctly now, just a few tweaks to try and make the animation look right. Thanks for the help.

#96
Draygoth28

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Got the goat to work correctly.I used 2 models,so the main goat will stay normal size. It looks very strange when used as a human mount (Giant). Still working on Griffon.I want to make an armored and unarmored version.

Posted Image

Modifié par Draygoth28, 30 janvier 2013 - 04:19 .


#97
OldTimeRadio

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Amazingly cool, Draygoth!

#98
NWN_baba yaga

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damn that griffon is fine here. I personaly prefer a griffon that is a bit more intimidating or serious looking and not as "cute" as yours but the best griffon for nwn by far :)

Modifié par NWN_baba yaga, 30 janvier 2013 - 08:47 .


#99
Tarot Redhand

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@Draygoth28, They look cool. I can't remember, have you done a hippogriff as well? If not any chance converting the griffon?

TR

#100
Draygoth28

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I haven't done a hippogriff yet, but it wouldn't be hard to convert this one. May do that next.