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Leg aligned vfx?


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13 réponses à ce sujet

#1
Wallack

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Hi lads.

 

Is it possible to align vfx and link them to the legs?

 

I'm working with the KRS inventory system and I'm fixing some problems but I would love to greate a vfx dagger linked to the shin or to the thigh. Would that be possible?

 

Thanks and regards.



#2
Carcerian

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No, not normally, as there are only 2 vfx nodes, aligned to head and chest, I would suggest just making a simple shin mdl, and swap outfits.

 

Old-Time-Radio did make a skeletal demo were each body part had its own node, but it sounds like it would require a lot of work to implement.

 

(For the amount of time even a basic male/female human "Full-Node" PC phenotype set could take to make, it's probably best used for small ground-up projects, or developed as part of a larger community effort)

 

See OTR's NWNTutorials: https://www.youtube....IVe01RVw/videos



#3
Wallack

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Ok, noted, I will add them to the belt. Thanks!



#4
Jedijax

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Sorry to bring this up again but... you can add side scabbards, weapons and quivers by using wing models instead of vfxs.



#5
Wallack

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But they can't be attached to the shin/thigh right?



#6
Carcerian

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Sorry to bring this up again but... you can add side scabbards, weapons and quivers by using wing models instead of vfxs.

 

True, but really, who wants to take up a perfectly good wing slot, when you can have as many different torso-aligned-vfx as you like?

 

adventurer.jpg

 

(with "TaVFX" you can pile on the ammo belts, amulets, bedrolls, broaches, medals, backpacks, shields, bows, quivers, slung weapons, etc...)

 

tumblr_my37ohPSqP1r2tnv5o1_500.jpg

 

Plus you could make... Dwarven Barrel Armor... and win... best... VFX... EVER!!!!


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#7
MannyJabrielle

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Dwarven barrel armor.... damn you, Carcerian!  Why must you introduce me to more squirrels?


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#8
Killmonger

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Whoa,

 

This is a little bit off topic <sorry>

 

I read the above and scoured the youtube files but couldn't find the exact piece described by Carcerian about OTR's nodes. Though I did find the bit about UV Xform modifiers informative (and a host of other compelling stuff)

 

I've been distant and busy with RL but if new vfx nodes can be added within the model hierarchies and accessed by the game's engine then it would seem that my notions of creating model vfx of animals assaulting a PC can be incorporated.

 

What I'm getting at is, per se, a predator leaping upon a prey's back/neck, or a wildcat attaching itself to a PC's arm, or an ardent dog upon a PC's leg. Is it as simple as placing standardized named nodes within each piece of the standard aba? Or must each piece of geometry be modified?Could 2da's help with the randomized appearance of the many possible vfx?

 

What would it take to make these moments of immersion available for all? 

 

<mind boggling.....what a great game !>



#9
Carcerian

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Whoa,

 

This is a little bit off topic <sorry>

 

I read the above and scoured the youtube files but couldn't find the exact piece described by Carcerian about OTR's nodes. Though I did find the bit about UV Xform modifiers informative (and a host of other compelling stuff)

 

I've been distant and busy with RL but if new vfx nodes can be added within the model hierarchies and accessed by the game's engine then it would seem that my notions of creating model vfx of animals assaulting a PC can be incorporated.

 

What I'm getting at is, per se, a predator leaping upon a prey's back/neck, or a wildcat attaching itself to a PC's arm, or an ardent dog upon a PC's leg. Is it as simple as placing standardized named nodes within each piece of the standard aba? Or must each piece of geometry be modified?Could 2da's help with the randomized appearance of the many possible vfx?

 

What would it take to make these moments of immersion available for all? 

 

<mind boggling.....what a great game !>

 

Actually there are new VFX "shoulder pets" such as parrots, imps, quasit, maphits, ravens, etc, who are animated to fly on and off your shoulder as you turn vfx on and off...

 

And all nodes aside, VFX can of course still be physically attached to any body part/armor, so you could just still have as a body part option...

 

1zvpd2h.gif

 

35k1w5v.gif

 

412fecb6ca8778e7b02125edb5be22d2.gif

 

(Sample VFX Ki-Power Fists, club vfx copied to hands)


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#10
MannyJabrielle

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They are animated while on the shoulder as well.  Nothing huge, the bat swivel's it's head back and forth, the crow bobs it's head up and down, little details like that which really make them come alive.



#11
Killmonger

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I knew that something or other like that had been spoken of....

I have not had the wherewithal to find them and dissect their structure.

 

But if it can be done with "shoulder pets" ... can it not be done with other parts of the body?

I mean, instead of flying away, why not latching onto?



#12
Carcerian

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But if it can be done with "shoulder pets" ... can it not be done with other parts of the body?

 

Head or Torso, only.



#13
Killmonger

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Only?

Please direct me to the OTR nodes vid...

 

RL duty calls....



#14
OldTimeRadio

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Only?

Please direct me to the OTR nodes vid...

 

RL duty calls....

 

Hrm, I think Carcerian might have been referencing...this?  Visually, that would seem to fit the bill for what's being described.  However, as far as I know, there's not been a workable solution found to using monster nodes as ('permanent') mount points for VFX yet.  A hat-tip to VirusMan for unlocking even more ProjTypes but out of them all, the most promising (ProjType "Linked") wasn't useful in any meaningful way- for what's being discussed in this thread, anyway.  That's not to say there isn't some way to get it to work, though.  I wasn't exhaustive in my experiments nor, from my research, did I get the idea that others were, prior.  So there could be even more goodies hanging out there.


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