It works, of course, and the principle described is a bit opaque from the outside, but pretty darned elegant of the designers.
Request for Model/Help -- boots/gloves
Débuté par
Happycrow
, avril 19 2012 05:38
#51
Posté 24 mai 2012 - 02:11
#52
Posté 24 mai 2012 - 04:53
Finished the armored gauntlet textures tonight; a couple more days playing "fun with head meshes," and my PW will be good to go (and I can start exploring the finer points of animation, because I STILL want to see if I can improve on nwn2's combat animations). Thanks again for all the help, guys.
#53
Posté 24 mai 2012 - 02:15
Elysius wrote...
Actually, a hag has a different skeleton for each of its head models. They are named c_hag_skel01 to c_hag_skel03.
Apologies for the long post. I couldn't make it shorter without leaving out important information.
yeah, the principle with the reused skeletons follows a structure and applies to pc meshes. there you can easily recreate the buggy behaviour encountered earlier. with creatures, especially hags, i can't recreate it. if you add an additional head to the hags there are no issues. at least i found none.
also i don't know why the engine differentiates between head and body skeletons. the skeleton is loaded as a whole and includes all bones, needed or not by the mesh. the body skeleton dictates which animations are used. is the head skeleton only needed because of the 2da column?
it would be different and easier to understand if the head skeleton ony consists of the head bones and the body skeleton only of the bones below the neck. does the engine load two skeletons within runtime and ignores the dublicated ones? does the importer only imports body skeletons? why is the body skeleton linked within the custom properties of the head mesh where the head skeleton should be?
perhaps it's just a leftover from nwn1.
questions over questions
Modifié par -Semper-, 24 mai 2012 - 02:18 .
#54
Posté 28 mai 2012 - 09:42
Hey, Semper: turns out I have to hak-ify these files. You mentioned MDB-cloner was a bad tool for the job for heads. I've made all the extra models, they have all their own textures, etcetera...which tool should I be using for these?
#55
Posté 31 mai 2012 - 05:22
dunno what you mean with hak-ify. to pack them into a hak? if so then mdb cloner is something completely different. to create a hak i would use nwn2 packer.
#56
Posté 31 mai 2012 - 06:02
D'oh! (can tell I'm not the guy who does our 2da/hak work, huh?). Thanks for jogging my memory.





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