is there a way to use an alternate animation for running with two swords? what files control animation?
running animation
#1
Posté 05 août 2014 - 01:33
#2
Posté 05 août 2014 - 02:24
animations are done with gr2 format as far as I know only 3ds max can be used for them and if I remember right only 3ds max 8 and possibly 7 will work for them. you also need the exporton plugin if you can find it.
#3
Posté 05 août 2014 - 07:11
what determines which set of animation for two-weapon wielding? i have noticed two different sets of animations, are there more?
#4
Posté 05 août 2014 - 07:52
Gender determines some wielding/fighting animations.
#5
Posté 05 août 2014 - 11:36
Different races might also have slightly different animations. Especially dwarves, as they have quite different limb proportions.
The animations all use specific naming conventions:
- 1HS – One handed sword
- 1HSS – One handed sword and shield
- C2H – Closed 2-Handed Blade
- O2HT – Open 2 handed thrust (poles, staffs, spears)
- O2HS – Open 2 handed slash (axes)
- D2H – Dual 2 Handed
- CBOW – Cross Bow
- BOW – Short or Longbow
- UNA – Unarmed
- THRN – Sling or Dart
You'll be wanting the D2H animations.
#6
Posté 06 août 2014 - 12:08
Without using 3DS Max or anything, couldn't one copy the 1HS animation and rename it to D2H to make it look the same as the 1-handed running animation? Haven't tried it.
#7
Posté 06 août 2014 - 01:48
Without using 3DS Max or anything, couldn't one copy the 1HS animation and rename it to D2H to make it look the same as the 1-handed running animation? Haven't tried it.
Yes, that works - provided you rename an animation for the same skeleton. I gave sahuagins crossbow firing animations in Isle of Shrines by renaming one of the spear thrust animations for the 'dogleg' skeleton. Otherwise it looked like they were throwing bolts at you.
#8
Posté 06 août 2014 - 02:17
cool... so how do i get my player to use... lets say P_HHF_D2h_1attack01.gr2 as opposed to P_HHM_D2h_1attack01.gr2. is that a change i could find in a .xml file?
#9
Posté 06 août 2014 - 02:47
Males and females use different skeletons, so renaming the GR2 file won't work in that instance.
#10
Posté 06 août 2014 - 02:58
i was thinking more in lines of how the classes.2da can be used to change the barbarians starting clothes by changing nw_armor_barb under CharGen_Chest to.. lets say... nx1_pca_arcscholar. is there a file that tell characters which animations to use?
#11
Posté 06 août 2014 - 03:22
Appearance.2DA has a column for the skeleton name of the model. The name of the skeleton used for each appearance, and the gender of the character, determines the animations used for playable races. For instance, humans (and halflings, tieflings, etc) use the HH? skeleton, which means that males use HHM while females use HHF.
You can't assign a different skeleton to a model via appearance.2DA though, since the skeleton reference is also hardcoded into the MDB model file. Trying to use a different skeleton results in Dali-esque origami.
#12
Posté 06 août 2014 - 03:27
gotcha... that makes sense. to bad, the human female animation for two-weapon wielding is much more interesting and Ray Parkish that the male version.
wow!! the appearance.2da file is a mess, at least in notepad++ it was... made my eyes hurt.
#13
Posté 06 août 2014 - 04:04
2DA files tend to look better in spreadsheets, or in any of the little programs people have made in this community that are made to view them (and other NWN2 formats) properly, like TLK2edit.
#14
Posté 06 août 2014 - 04:28
There is also a 2DA viewer / editor built into the toolset.





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