Ok I finished rigging the bones for the cat skimesh I trying to super it to the panther but not all the animations are coming across(not even playing) it weird. Any idea out there? Look like I might have to do a full animation on the cat. Ugh. Just like my nwn2 deinonychus and then there still the toad and maybe two others from nwn2 ugh a lot of work. If anyone wants the gmax file for the cat to animate or figure how to get it to super to the panther animation correctly let me know. Thanks all ohh and I unlocked the animal companions too be nice to get a horse for the druid and ranger.
Familiar work begins
Débuté par
ShadowM
, juin 09 2013 11:38
#26
Posté 20 juillet 2013 - 04:58
#27
Posté 20 juillet 2013 - 05:19
<opening up...>
To supermodel the panther your *bones* need to have exactly the same names and structure as the panther objects. They need to also be in roughly the same orientation/position.
Then you need to be sure they are weighted to the skin properly (no more than 4 bones can affect any one vertex).
Edit: I'd be willing to at least troubleshoot the cat, though I don't think I have time to animate it :-(
<...the book of names>
To supermodel the panther your *bones* need to have exactly the same names and structure as the panther objects. They need to also be in roughly the same orientation/position.
Then you need to be sure they are weighted to the skin properly (no more than 4 bones can affect any one vertex).
Edit: I'd be willing to at least troubleshoot the cat, though I don't think I have time to animate it :-(
<...the book of names>
Modifié par Rolo Kipp, 20 juillet 2013 - 05:21 .
#28
Posté 20 juillet 2013 - 05:21
Yep did all that. Still no go. If you want to look over the gmax file of it all I can set it up here.
#29
Posté 21 juillet 2013 - 03:38
ok got it fixed
#30
Posté 21 juillet 2013 - 09:10
So what was the cure?
TR
TR
#31
Posté 21 juillet 2013 - 05:46
Just had the back legs linked to the cat hips instead of linked to the rootdummy ugh it always the simple things.
but anyhow the cat done now, just minor things. Now that I had my refesh on skinmesh and tranfering nwn2 creatures I can do the nwn2 rat and weasel easier.
#32
Posté 24 juillet 2013 - 06:45
Ok nwn2 rat moved over now too.
#33
Posté 24 juillet 2013 - 07:02
looking good.
how big is that rat compared to the nwn rat?
how big is that rat compared to the nwn rat?
#34
Posté 24 juillet 2013 - 07:21
I made the default size about the same size of nwn 1 rat with the scaling system you can make him smaller down like a little mouse or up to abut the size nwn1 cougar / big cats. I can get a comparison picture if you want?
#35
Posté 24 juillet 2013 - 09:44
no thats great. I just wanted to know how big the model was. I actually prefer the nwn rat size. For something as small as a mouse, I prefer the mouse model. You can barely see those anyway. No need for all the detail.
This rat you did is beautiful. Can't wait to see it in game.
This rat you did is beautiful. Can't wait to see it in game.
#36
Posté 28 juillet 2013 - 07:44
I never liked nwn hellhound model look like a doberman so I grab nwn2 one. I going to release all the models I have so far. Under nwn2 to Nwn monster or some similar tittle. 
Modifié par ShadowM, 28 juillet 2013 - 09:17 .
#37
Posté 28 juillet 2013 - 09:41
If you guys find a ferret/weasel I need it to copy animations to one of the races in my module.
Modifié par Nevercallmebyname, 28 juillet 2013 - 09:42 .
#38
Posté 28 juillet 2013 - 10:09
I just started on the weasel I have it done by next weekend.
#39
Posté 28 juillet 2013 - 11:47
I've been using Schazwozzer's RatPak to replace the standard ones, but the hellhound you've got there is SUCH an improvement over the standard NWN Diabolical Doberman!
#40
Posté 29 juillet 2013 - 10:08
usagreco66kg wrote...
I've been using Schazwozzer's RatPak to replace the standard ones, but the hellhound you've got there is SUCH an improvement over the standard NWN Diabolical Doberman!
OH NO! Can we still have both versions of the hell hound? I suddenly want to rename the origional "Diabolical Doberman".
#41
Posté 29 juillet 2013 - 10:42
totally comes down to 2da entries.
if the entry is made as a new line with a new model name, then it woudl be easy to have
Dog, Hell Hound
and
Dog, Hell Hound2
if the entry is made as a new line with a new model name, then it woudl be easy to have
Dog, Hell Hound
and
Dog, Hell Hound2
#42
Posté 30 juillet 2013 - 02:16
Epic. Run my Diabolical Dobemren, RUN FROM THE REAL HELLHOUND!
#43
Posté 02 août 2013 - 10:01
Ok work is done for the week so now I can get back to playing with models. I will get back into working on the weasel. The hell hound will have a overwrite version and a non overwrite version. The cat and rat have to be non overwrite because I super the rat to the the basilisk animation and do not want to overwrite the rat because other creatures in NWN super to it. I should make a PDF that show all the animation linkage of all the base models of nwn unless someone else want to make one. This save on making future models. Oh and watch out for the doberman special pinch attack
#44
Posté 03 août 2013 - 01:59
Special pinch attack? lol. I sense a hilarious refference.
#45
Posté 03 août 2013 - 07:45
Doberman pinscher? :innocent:Nevercallmebyname wrote...
Special pinch attack? lol. I sense a hilarious refference.
#46
Posté 03 août 2013 - 10:09
The Amethyst Dragon wrote...
Doberman pinscher? :innocent:Nevercallmebyname wrote...
Special pinch attack? lol. I sense a hilarious refference.
Well that's not hilarious at all. But I'll take it.
#47
Posté 05 août 2013 - 01:41
I thought it was a little silly 
Here the weasel
Here the weasel
Modifié par ShadowM, 05 août 2013 - 01:42 .
#48
Posté 05 août 2013 - 04:06
Ok Models are up on the new vault to give it a nice kick. I will put it on the original vault later. 
New Vault link
New Vault link
#49
Posté 05 août 2013 - 07:37
YEY FOR THE WEASEL!
#50
Posté 05 août 2013 - 09:28
damn looking very nice:)





Retour en haut







