Aller au contenu

Photo

Animations for creatures doing their business


  • Veuillez vous connecter pour répondre
23 réponses à ce sujet

#1
henesua

henesua
  • Members
  • 3 879 messages
This is a crazy request... but ...
does anyone know of a cat and/or skunk model with an animation for "spraying"?
how about for a dog "doing its business"?

And if these animations are out there... how would I associate them with the models I have - using only  text editor?

I am looking for an appropriate animation for familiars. I am giving them the ability to mark spell targets for their master. It would be entertaining if a dog familiar - which I have not made yet - squatted on a location in order to mark a location for a wizard to teleport to.

Modifié par henesua, 16 février 2012 - 02:32 .


#2
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 881 messages
That would be hilarious. You could also do the dog raising one leg to mark a location. I would find a use for such animations in the dogs (and cats you mentioned) that wander the streets in my PW's towns and cities.

I'm pretty sure dogs and cats don't have full animation sets, so there'd be room for them (just using some of the missing emotes "spots") if the work were done and appearance.2da modified (changing an "S" in there somewhere to "F", just don't remember the column name right now).

#3
gutwrench66kg

gutwrench66kg
  • Members
  • 177 messages
The animals don't have full animation sets, and these sort of anims (along with others.. e.g. digging, gnawing on a bone/carcass, etc.) would be most welcome!

#4
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
Here's a stab at an animation for a wolf/dog/hellhound marking territory.  It uses c_wolf as its supermodel and overwrites the cpause1 animation- just to show off the effect.  Hellhound and wolf familiars both supermodel into c_wolf so it should be usable in both.  It runs 60 frames.

Project with file here.

YouTube video here.  My computer was doing other things in the background so the video didn't record as smoothly as it could have.  But it gives an idea.

Feel free to repackage, reupload, etc.

Image IPB

Modifié par OldTimeRadio, 17 février 2012 - 09:58 .


#5
ehye_khandee

ehye_khandee
  • Members
  • 855 messages
LOL, nice to see someone else doing this too. We've been doing this for a couple years now. We use it for MANY things including scent tracking. It ties in nicely to many systems on our PW.

#6
henesua

henesua
  • Members
  • 3 879 messages
Cool. Thanks, OTR. No files up there yet, though. I look forward to taking a look at that, and learning how to move animations around.

ehye_khandee, would you be interested in sharing the files with these kinds of animations?

#7
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages

henesua wrote...
No files up there yet, though.

Whoops, the file should show up now.  If not, let me know.

#8
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<holding up an index finger...>

A question, OTR; why did you use pause1? Just to demo the anim quickly? Does pause2 fire less frequently (that got into my head from somewhere... ), making it a better ambient choice? Or assign it to taunt so we can call it from script easier...?

Just ideas.
I like the gnawing bone idea, btw :-)
Or Cerberous gnawing on an old (and *very* powerful) glove...

<...to order some whine>

#9
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages

Rolo Kipp wrote...
A question, OTR; why did you use pause1? Just to demo the anim quickly? Does pause2 fire less frequently (that got into my head from somewhere... ), making it a better ambient choice? Or assign it to taunt so we can call it from script easier...?

Just to demo it quickly, yeah.  I wasn't sure how it was going to be called so I went with cpause1 because it allowed viewing without setting up scripting hooks.  When I'm doing something similar with a placeable I set the anim as "default" but that didn't appear to work so I just switched over to the next-easiest-anim to fire. 

Dunno about frequency of cpause2 or under what conditions it fires.  I further customized my personal copy of the Omnibus to include ASCII versions of every official model (very handy) and a search appears to show cpause2 only shows up in 2 models: c_deer, c_deerstag.  You might want to take a look at the two threads that pop up for cpause2, scripting might be necessary for some addituational animations to fire.

#10
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<raises his eyebrows...>

OldTimeRadio wrote...
...
Dunno about frequency of cpause2 or under what conditions it fires.  I further customized my personal copy of the Omnibus to include ASCII versions of every official model (very handy) and a search appears to show cpause2 only shows up in 2 models: c_deer, c_deerstag.  You might want to take a look at the two threads that pop up for cpause2, scripting might be necessary for some addituational animations to fire.

Deer and stag? Fascinating... when I have time, I'm going to look at those anims and see what happens. And those two threads, of course. :-)

On the last point, that's why I was thinking Taunt would be a good anim. Not only is that a good insulting anim for taunt, but it is easily fired from script. Good stuff! :-)

<...about lifting a leg>

#11
ehye_khandee

ehye_khandee
  • Members
  • 855 messages
Sorry - lil misunderstanding there, we don't do custom animations, we allow the animal to 'urinate' and mark the spot with the 'yellow puddle' from the old CEP 2.1. We use scripts to handle things like scent or making the PC target 'wet, stinky and dirty'. So, there are no animations to share with you. I was simply pointing out that - beyond marking a teleport location - this sort of immersion (LOL pun intended) is great for a RP game. It is lovely fun when the barmaid wrinkles her nose and exclaims - near swooningly: "Don't you EVER bathe?"

We are big on scripts, and try to NOT make our users download custom haks - all the wild stuff we've done is script based. We do most what we do best. *sage nod*

Be well. Game on!
GM_ODA

#12
henesua

henesua
  • Members
  • 3 879 messages
 Got ya,  ehye_kandee. NP.

OTR. I've dug into the file and found the animation. Nice naming. :) It looks like you had fun with this. Thanks.

So I am trying to move the animation to qc_wolf (thats the project Q wolf that the q dog uses as a supermodel).. And I am noticing that many animation slots are filled up. I have looked through this list and am wondering what else is available.

cconjure1 is taken. I thought that might be a good one since you can call it via script.

Ideally I'd like an appropriate one that is available via the emote wheel, and can also be accessed by script. Any ideas?

#13
Shadooow

Shadooow
  • Members
  • 4 471 messages
Have you already checked CUP? :devil:

#14
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<holding some treats...>

henesua wrote...
So I am trying to move the animation to qc_wolf (thats the project Q wolf that the q dog uses as a supermodel).. And I am noticing that many animation slots are filled up. I have looked through this list and am wondering what else is available.

cconjure1 is taken. I thought that might be a good one since you can call it via script.

On the qc_wolf, the cconjure1 and ctaunt anims are identical. Repurpose one or the other. I recommend Taunt simply because having a wolf taunt by walking over and lifting a leg... would get a reaction from most enemies ;-)
I'd keep the howl anim on CConjure1 and use it to summon pack members... ;-)

<...just out of reach>

#15
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<laughing...>

ShaDoOoW wrote...
Have you already checked CUP? :devil:

LOL. Bad ShadoOow! No biscuit! Down boy!

<...himself silly>

#16
henesua

henesua
  • Members
  • 3 879 messages

Rolo Kipp wrote...
<holding some treats...>
On the qc_wolf, the cconjure1 and ctaunt anims are identical. Repurpose one or the other. I recommend Taunt simply because having a wolf taunt by walking over and lifting a leg... would get a reaction from most enemies ;-)
I'd keep the howl anim on CConjure1 and use it to summon pack members... ;-)
<...just out of reach>


Hmmm interesting. Thats a possibility. But are there other animation slots I can use, and access via script as well as emote wheel? Or is taunt perfect since it can be accessed in both places? 

#17
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<trying to think...>

I only took a quick look at it (have to close *everything* else when I fire up Max). But it looked like all the usual suspects were taken. There's another snag, in that both those anims are currently 30 frames and the "gee-whiz!" OTR did is 60, but that's just grunt work to fix.

I'm just really leaning toward Taunt because it is easy and slips right into the normal NwN combat flow. And I really want to see a direwolf Taunt a rakshasa =)

<...at breakneck speed>

#18
henesua

henesua
  • Members
  • 3 879 messages
Whats so tricky about it? Isn't it just a matter of copying and pasting? I believe all the bones are the same... but perhaps I should check that too.

#19
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<stretching a 5# bag...>

Tricky? Hmmm, well I've never edited animation in the ascii.mdl. In Max, you'd have to define a new range on the aurora base object (say going from 1470-1500 to 1470-1530) and then bump each of the following anims up by 30 frames to make room for the longer anim.

But that's just the index of anims stored on the aurora base. Next you have to erase all the keys between 1470-1500, insert 30 frames at 1500 and then paste in 60 frames of the new keys.

Not tricky so much as grunt work.

I'm sure there are easier ways to do it, but I'm still caveman-ing it :-P

<...to fit 10# in>

Modifié par Rolo Kipp, 19 février 2012 - 01:58 .


#20
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
I was off camping and just got back. 

@heneusa I can't offer much in the way of recommendations about which animation slot to use because I don't have much experience with creatures like that.  Three things, though: Some animations are X frames and they're hardcoded, others are X frames and they're not hardcoded.  Over the history of NWN there have been a couple of stabs at attempting to identify which animations are of a hardcoded length and which are not.  I just remembered this list which might be useful to you. For an animation which is hardcoded to a certain length, NWN usually speeds up or slows down the animation so that it plays within the hardcoded limit.  I'm not sure how useful this tidbit will be to you in this specific case but I believe custom looping animations will work on NPC's.

#21
henesua

henesua
  • Members
  • 3 879 messages
Thanks for that link, OTR. I'll take another look at this soon. Currently have my head in some code - reworking a scry system in NWN.

#22
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<dropping another...>

A couple updates for that list <depending on his memory is always a brave thing to do>

cdamages I believe is response (flinch) to stab, not small.

cgetmid & cgetmidlp "Causes the object to bend down to get something at about waist height."
(From the 1.69 Lexicon Animation constants - the ones we can script)

<...couple coppers>

#23
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
I provided a list of animations for creatures a few messages up.  It's nice but there were two other lists that I was actually thinking of.  This is one of them.  It's very old but it's useful, covering non-creature animations as well.  The other one I'm thinking of might just be an earlier version of the one I linked to.

Modifié par OldTimeRadio, 27 février 2012 - 04:28 .


#24
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 881 messages
Thanks for the additional information. I'm going to add this to the CC section of www.neverwinternights.info.