Aller au contenu

Photo

running animation


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
erin3372

erin3372
  • Members
  • 61 messages

is there a way to use an alternate animation for running with two swords? what files control animation? 



#2
Kanis-Greataxe

Kanis-Greataxe
  • Members
  • 158 messages

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
erin3372

erin3372
  • Members
  • 61 messages

what determines which set of animation for two-weapon wielding? i have noticed two different sets of animations, are there more?



#4
Arkalezth

Arkalezth
  • Members
  • 3 187 messages

Gender determines some wielding/fighting animations.



#5
Dann-J

Dann-J
  • Members
  • 3 161 messages

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
Tchos

Tchos
  • Members
  • 5 030 messages

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
Dann-J

Dann-J
  • Members
  • 3 161 messages

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
erin3372

erin3372
  • Members
  • 61 messages

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
Dann-J

Dann-J
  • Members
  • 3 161 messages

Males and females use different skeletons, so renaming the GR2 file won't work in that instance.



#10
erin3372

erin3372
  • Members
  • 61 messages

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
Dann-J

Dann-J
  • Members
  • 3 161 messages

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
erin3372

erin3372
  • Members
  • 61 messages

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
Tchos

Tchos
  • Members
  • 5 030 messages

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
Dann-J

Dann-J
  • Members
  • 3 161 messages

There is also a 2DA viewer / editor built into the toolset.