Hi, I'm creating a new psionic class to be used in a module I'm creating and for that I really need 3 very very simple animations for the psionic's conjure/cast animations as I just can't use any of the default animations because none of them fits at all. the first is just one hand with the fingers touching the side of the head (like professor X from xmen):
http://www.google.co...iw=1241&bih=567
the second is just a hand going forward like this:
http://www.google.co...iw=1241&bih=567
these final positions doesn't change until the casting / conjure is over.
and the third is just... well... nothing. just stay at the same position you where in before you started to cast the spell (this should be deferent then the other 2 so if the first 2 are conjure- this should be a cast animation, and if the first 2 are cast this should be a conjure).
that's it! I just really wanna make it look good, and without these animations it would just look like normal spells...
So please, help me out.
Help needed badly from an animator for a psionic class & module
Débuté par
psiiijay
, nov. 01 2012 03:27
#1
Posté 01 novembre 2012 - 03:27
#2
Posté 01 novembre 2012 - 04:55
The 'use item' animation could do for the second one.
#3
Posté 01 novembre 2012 - 05:56
The use item has an unnatural movement with the body with a step forward that looks weird. something a human would never really do. If there was no step and no movement of any body part except the hand and just the hand would be raised forward then it would have been perfect.
#4
Posté 01 novembre 2012 - 10:18
NWN2 is like a stage show. Everything is exaggerated so the people in the back row can see it. You don't just cast a spell - you indulge in frenetic interpretive dance. If your weapon does one point of elemental damage, it causes an overwhelming explosion of visual effects.
Introducing subtlety into the game is an act of blasphemy, and I sir will have no part in it...
Introducing subtlety into the game is an act of blasphemy, and I sir will have no part in it...
#5
Posté 02 novembre 2012 - 07:28
Interesting view, but couple of things:
1- I would have had no problem with exaggeration as long as it looks good, and nwn2 does not.
2- usually I would agree but some things do require an amount of subtlety and I believe a psionic is a perfect example.
On a side note, if you are capable of doing this- I would really really appreciate if you could help
1- I would have had no problem with exaggeration as long as it looks good, and nwn2 does not.
2- usually I would agree but some things do require an amount of subtlety and I believe a psionic is a perfect example.
On a side note, if you are capable of doing this- I would really really appreciate if you could help
#6
Posté 05 novembre 2012 - 07:11
Wow... Really? No one? Little help please!!
#7
Posté 07 novembre 2012 - 10:17
Only a chosen few seem to have mastered the art of creating new animations from scratch. It would seem to require decent modelling software, and the ability to use said software proficiently.
#8
Posté 07 novembre 2012 - 10:23
I suggest looking at Kemo animations, and getting rid of the ones you won't want (there are adult animations in there).
http://nwvault.ign.c...s.Detail&id=257
Because that's really all there are unless you take up animations. Here's a tutorial.
http://nwvault.ign.c...ls.Detail&id=96
http://nwvault.ign.c...s.Detail&id=257
Because that's really all there are unless you take up animations. Here's a tutorial.
http://nwvault.ign.c...ls.Detail&id=96
#9
Posté 07 novembre 2012 - 11:05
I've looked for animation tools for this before. The barrier for me is that all of the tutorials are oriented around 3DS Max, which I don't own and don't know how to use (I know other 3D programs). The tutorial says it requires a specific version for the NWN2 export plugin, and worse, the plugin isn't even available anymore!
I've used Blender, and as a free program it has no entry barrier, but someone (I think it was you, Kamal) said that the Blender import/export plugins have some kind of problem.
I've used Blender, and as a free program it has no entry barrier, but someone (I think it was you, Kamal) said that the Blender import/export plugins have some kind of problem.
#10
Posté 08 novembre 2012 - 01:07
I have all the exporters you need, But to export new animations you "must" have a copy of 3DS max ver 6, 7, or 8. the plugin will not work with any other version.
#11
Posté 08 novembre 2012 - 09:14
wait what? "I have all the exporters you need" what does that mean?
and kamal- how do i get rid of what i don't want??
and kamal- how do i get rid of what i don't want??
#12
Posté 08 novembre 2012 - 12:11
I kept an archive of the exporters (tazpn and Exportron,)
Getting the correct versions of Max so you can use them wont be so easy I think.
Getting the correct versions of Max so you can use them wont be so easy I think.
Modifié par Hellfire_RWS, 08 novembre 2012 - 12:12 .
#13
Posté 08 novembre 2012 - 07:27
If you can get the 3DS max ver 6, 7, or 8 you could do it?
#14
Posté 08 novembre 2012 - 11:43
I have to much other stuff going on or I would help you. I can however get you the plugins and the Skeletons pre rigged in Max8 using the Character animation toolkit.
#15
Posté 09 novembre 2012 - 09:05
sounds good
thanks





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