Copied this quote from another thread so all the check list is in one spot along with these 2da explanations below.
Make a function model (at least one version with valid textures etc... one that works). Right
Make a skeleton. Right
Create a skin modifier out of the two with all vertices being weighted to one of the bones. Actually, a vertex can be impacted by three bones maximum (for NWN2 that is)
Create at least a default idle animation (may not be necessary but let's say that it is, let's me know animation is actually working). Right, not necessary but will allow detecting wrong weighting
Export model .MDB file with Expotron Do this AFTER the _skel.gr2 file is saved, it is required for the MDB
Export skeleton .gr2 file with Expotron Do this FIRST, the model needs to have the _skel.gr2 available
Export animation(s) .gr2 file with Expotron
I think the only thing missing is 2das entry. Is it not the Appearances.2da file alone? Or is there another 2da. For creatures, appearances.2da. For placeables, placeables.2da (but even animated placeables don't require a skin)
I'll be referring to this post often, so may it serve as a checklist for the future.





Retour en haut









