Animating slowness
#1
Posté 08 décembre 2014 - 07:43
#2
Posté 08 décembre 2014 - 08:49
1. For the animation speed, I think there's a value (usually set to 1.0 of course) in appearances.2da that defines it. I never used it though, I can't really say it works.
2. For the distance, it's also in appearances.2da: set the scale of the creature to a value of your choice, and the distance travelled during the walk cycle will be divided by the same value (that obviously means you'll have to resize the mesh inside the mdb if you need the size of the creature to remain unchanged). Again, I didn't personnally verifie this. On the other hand I think I've seen a column in the 2da defining the distance for a walk cycle, unfortunately I don't have the computer around and can't be more precise.
#4
Posté 09 décembre 2014 - 12:21
If I slow the animation speed down that doesn't allow me to use extra frames (still just 30)... but it should make the game play the animation at half speed, so kind of the equivalent of slowing it down to 15fps then? And the animation won't get cut off for being too long?
#5
Posté 09 décembre 2014 - 12:54
And the animation won't get cut off for being too long?
It might, if you slow it down too much. My tarrasque sometimes launches another attack before the last attack animation is completed. Although he's about level 50, so he gets a lot of attacks per round. His walk cycles aren't affected though, as they just seem to loop end-to-end.
If you plan to have the 2DA play animations at half speed for example, you can plan ahead and make sure that things like idle animations only take 3 seconds at normal speed instead of 6. At two-thirds of normal speed, the idle animations would be 4 seconds long, etc. That should help to minimise any jarring animation changes (or as much as possible in this game, which does that frequently enough at normal movement speeds).





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