Heya,
I am looking for better animations for nwn 2 since vanilla ones are ****.
Anyone can help with this ?
Thanks in advance,
Sew
Heya,
I am looking for better animations for nwn 2 since vanilla ones are ****.
Anyone can help with this ?
Thanks in advance,
Sew
Modifying animations in NWN2 is challenging since it requires both specialized knowledge and commercial tools. The most recent work I'm aware of is Nenilai's animation project on the Nexus (Idle, Walking, & Staff Walking).
Modifying animations in NWN2 is challenging since it requires both specialized knowledge and commercial tools. The most recent work I'm aware of is Nenilai's animation project on the Nexus (Idle, Walking, & Staff Walking).
Funny that you say that since jumping animations for skyrim were done like 3 months after release, not to mention custom oblivion fighting animations.
Hard to belive that to this day we do not have proper looking animations for nwn 2.
Skyrim has a large army of modders; many of them experienced and supplied with suitable modern tools. By comparison, the NWN2 community is much smaller and is nearly a decade old, plus the tools base is out of support and difficult to obtain. Most of the original NWN2 modders have since moved on.
Speaking of release, the 10th anniversary of NWN2 is coming up next year. We should do something to celebrate.
Speaking of release, the 10th anniversary of NWN2 is coming up next year. We should do something to celebrate.
Sounds like a suggestion thread is in order.
Are there any good custom animation tutorials? I am simply looking to find some examples of deploying the built in animations, My suspicion is they are somehow attached to a heartbeat, but the specific syntax is lost on me. Trying to make the environmental characters in my campaign a but more lifelike. Does each action have to be included as a script - or are there in-box commands that can just be placed in the heartbeat row?
They don't need to be attached to a heartbeat. I just use the heartbeat for animations that are meant to loop, or which are likely to be interrupted, so they can start up again. It depends on which animations you want to use, and when, that determines where you'd fire the script.
There are built-in functions all over the place that you can hook into if you want. As you mention environmental characters, let's assume they're using the walkwaypoints feature, which is part of the default heartbeat. You have them walking a numbered set of waypoints, but you want them to perform an animation when they reach certain ones. For instance, at a waypoint that you put in front of a merchant stall, you want them to scratch their heads as if thinking about a purchase. You can create a script named wp_<creature's tag>, and specify animations to play at each numbered waypoint. (A creature will automatically walk any waypoints that are named "WP_<creature's tag>_##").
The wiki has an example script and more explanation, but I would recommend swapping out ActionPlayAnimation for PlayCustomAnimation and using the list of animations.
So I can, for example, paste laydownB into the heartbeat of a character, and then give that NPC your "zzzz" effect and have a person laying on a surface appearing to sleep?
EDIT: Just answered that question myself. Nope. The snoring and animation works at least.
Tried this to no effect:
// tchos_sleeping - Sabranic 5/3/16
// FAK - OEI 5/16/05
// Returns TRUE if it found an object to play a custom animation one
// oObject is the object to play the animation on
// sAnimationName is the name of the gr2 to play
// nLooping is 0 for one-off, 1 for loop
// fSpeed is the playback speed: 1.0 is default, < 0 is backwards
void ReallyPlayCustomAnimation(object oObject, string sAnimationName, int nLooping, float fSpeed = 1.0f)
{
PlayCustomAnimation(drag_test, laydownB, 1, 1);
}
No dice, the target is being uncooperative with me. I am going to get some sleep, approach it fresh tomorrow night. Maybe there is more info in the PDF's I downloaded.
Your second example doesn't have a main(), so nothing will happen, but even if you had a main(), you'd need to define drag_test as an object, but since this is in a heartbeat, you'd just use OBJECT_SELF. Also, you need quotes around the animation name.
But yes, for sleeping, the heartbeat is where I'd put it. The heartbeat would be something like this:
void main()
{
PlayCustomAnimation(OBJECT_SELF, "proneB", TRUE);
}
That, plus perhaps a line for the sound effect, and that's all.
Thanks, I will toy with it after supper.
Working nicely, using cases to make things appear more natural. Though I am a bit dismayed that sitting and drinking wants a cup of some kind, rather than a stein. Makes it look like they are drinking from the handle.
I have been looking through the NW Vault looking for equipable cups, bottles or silverware and turning up nothing. Sitting and drinking just flat looks wrong with the stein. It's made for a cup or glass or perhaps a battle. That they never made. Somewhat irksome.
I also dislike that about the animation when holding a stein. But the bottle or the chalice handy VFX might work for that animation.
Is that built in or is it on the Vault?
Is that built in or is it on the Vault?
http://www.nexusmods...ter2/mods/173/?
probably somewhere on the vault too.
Dann Pigdon's Handy VFX are on the Nexus, but I don't believe they're on the Vault.
(I assumed you were using them already for the stein, which is how I do it for my drinking tavern customers.)
Oh no, I put the Stein equippable in their hands. :| Then I took the club bottle and used that too. I was researching a mod from the vault that allows a dagger to be held backwards, and i was going to modify THAT to make the characters hold the bottles right side up.
I think I like the handy VFX option MUCH better now that I am aware of it :X
I do find it easier and faster to activate the effects rather than equipping items, especially ones like this, where I add or remove them within the same cases where I play the animation, changing it depending on whether they're supposed to be drinking something or making an open-handed gesture.
I am trying to make a dragon appear to sleep - I've tried using the various custom animations, they seem to do nothing. The closest I can come is setting it's hit points to -10, but there are apparently 2 different "corpse" animations, and one of them results in it floating off the bench. Tried all the prone, death, ect.
Non-playable creatures won't have the full list of animations, because they have to be made for each creature skeleton, and they only made the animations they expected to need for the other creatures. You can find out which ones are valid by searching the game data for the GR2 files with the creature's prefix attached.
Thanks I will poke around and see what I can turn up.
One issue around heartbeat animations is that a heartbeat script can fire at irregular consistencies and will sometimes interrupt animations if it fires mid animation and you reapply the same animation.
Prefer to use recursive functions that only fire when needed when the animation loop is finished.