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Animated weapons


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#1
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After getting the Balor whip to work, I thought that maybe the thaumaturgist wand would be a nice candidate for animation: 

 

901-3-1418207489.jpg

 

901-4-1418207489.jpg

 

901-5-1418207489.jpg

 

The snake now bites (opens and closes its mouth) and during the attack springs forward the target.

 

I don't know what I did wrong with the textures/tint, in the toolset the wand is the usual color, not red!


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#2
rjshae

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Cool idea!



#3
-Semper-

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do you animate weapons in the same pose they are after importing? and how to time such animations? are you looking up the length in the toolset's animation editor, say 2s, and animate the bite to happen at around 1,6s?

 

i guess it's a lot of fiddling around without the possibility of importing the attack animation.



#4
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Yes, the attack animation starts at the same frame the idle (or idleM for combat) ends to ensure there's no "jump".
As regards the duration, the attack is performed in one second, with the hit at 1/3.

#5
-Semper-

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and you just eyeball that, right? do you animate in the importing pose?



#6
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For the duration, I trust Elysius's blog (http://nwn2faithless...and-max_22.html).

After the model is imported, I add a skeleton and change the expotron properties accordingly (and the name too, so it's recognized in game). Basically I just did the same as for the whip, except I add to create the animations too.

#7
-Semper-

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good to know. personally i used the animation editor plugin of the toolset to get the exact amount of frames. till now i thought that animated weapons need the skeleton of creatures to get both animations (of the attacking creature and the weapon) synched, but it seems that you proved with your tests that animated weapons get attached to the aps and will play their animations without issues. many thx for the effort! ;)



#8
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That's correct. For the weapon animation though, it needs to be slightly delayed compared to the creature's, for synching reasons.

And you're welcome. ☺

#9
Dann-J

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I attempted to make the animated whip tintable, and also ended up with a solid red weapon (regardless of what the tint map looked like, or what colours I tinted it). It seems that animated weapons just won't tint properly, which is probably why the flail and sling can't be tinted.

 

What I'd like to see would be animated bows and crossbows, where the bows actually flex and the string is pulled back and released.



#10
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Thanks for looking into it, and finding where it came from.

#11
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What I'd like to see would be animated bows and crossbows, where the bows actually flex and the string is pulled back and released.

Of course this can be done, but remember then that all bows will only be different in the toolset: in game, they'll all use the same appearance unless you create one specific entry (meaning also specific animation and skeleton) in baseitems.2da
See the flail for example (or take a look at the tutorial I wrote about animated weapons).

#12
Nagual_NWN

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Hm,the whip is red too but i think it was for adding fire effect (as it is the balor one).

There is an original texture?like leather or something?

I need to remove the tint to get it?

 

If it is the true texture i will check and redo the unwrap,then bring a texture hoping i won t alter anything for animation in the process.(i still haven t look how it works.)



#13
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Using the stock blueprint "N2_Balorwhip", the whip looks fine (at least for me), but the mdb I created don't have any tint map.

I tried the wand without tint map --> OK; with tint map --> even without any color it was solid red.



#14
Nagual_NWN

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Yeah,i found the texture its 3 red/yellow part,almost full color.Kinda poor texture...I may check if i can bring something like indiana jones one ^^.



#15
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Something else I noticed while removing the tint map with MDB Cloner: MDB Cloner also removes the animation (on the weapons, it's working as usual on creatures).



#16
Eguintir Eligard

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Even lil old me knows the attack is deepest at 0.33 seconds. I was going to make a snake staff for druids didn't even realize we had one. Mine was going to be more a snake wrapped around the staff but this is as good

#17
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Like this?

 

901-1-1418312902.jpg

 

901-1-1418312852.png 901-2-1418312852.png


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#18
Eguintir Eligard

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Yes but it doesn't seem to have much function on an axe except to bite the welders hand for swinging it around and agitating the snake

#19
Dann-J

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Yeah,i found the texture its 3 red/yellow part,almost full color.Kinda poor texture...I may check if i can bring something like indiana jones one ^^.

 

One of the first things I did (after an aborted attempt to tint the model) was to create a new whip texture. You have to be pretty close to see the details though. I made the handle dark so I could use the Imaskari device icon for it.

 

I've also tinkered with the baseitems entry. The Players Guide to Faerun mentions that whips have a 15 foot range, so I set the attack distance to 4.6 metres.

 

The disarm (whip) bonus feat item property from NWN still works. It grants you the standard disarm feat, the only difference being that it doesn't increase the cost of the item.

 

It's a pity there are no left-handed animations for the whip, even though the default description for the item type specifically says it *can't* be used in the offhand. Dual-wielding whips would look cool - and it's possible in real life. You *can* equip it in the offhand, although both the main weapon and whip end up in the right hand. The attack mechanics work fine though.



#20
kamal_

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After getting the Balor whip to work, I thought that maybe the thaumaturgist wand would be a nice candidate for animation: 

 

The snake now bites (opens and closes its mouth) and during the attack springs forward the target.

 

I don't know what I did wrong with the textures/tint, in the toolset the wand is the usual color, not red!

That's pretty sweet. I was reading about hobgoblins that started their ranged attacks with thrown snakes to create chaos in the enemy ranks...



#21
Dann-J

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That's pretty sweet. I was reading about hobgoblins that started their ranged attacks with thrown snakes to create chaos in the enemy ranks...

 

At least you hope they're snakes, and not certain body parts severed from previously vanquished enemies. I think the latter would create even more chaos in the ranks. :P



#22
Eguintir Eligard

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This isn't game of thrones, weirdo

#23
Dann-J

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This isn't game of thrones, weirdo

 

Yes it is.  :)


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#24
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It's a pity there are no left-handed animations for the whip, even though the default description for the item type specifically says it *can't* be used in the offhand. Dual-wielding whips would look cool - and it's possible in real life. You *can* equip it in the offhand, although both the main weapon and whip end up in the right hand. The attack mechanics work fine though.

 

Hey, it doesn't mean we can't do anything about it!  ;)

901-1-1418368825.jpg

 

901-3-1418368826.jpg

 

901-2-1418368826.jpg

The information is in French, but I'm quite sure you'll understand that the third line is for the offhand.


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#25
Dann-J

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I don't often resort to using the term 'freaking awesome', but I'll make an exception in this case.