Aller au contenu

Photo

Making animations compatible with cloaks


  • Veuillez vous connecter pour répondre
27 réponses à ce sujet

#1
psiiijay

psiiijay
  • Members
  • 258 messages

I made some new fighting animations for 1hs but I have no idea how to make it compatible with cloaks ingame..

 

Could someone explain or direct me somewhere with instructions?

 

 

Oh and another thing - 

in the fighting animation sequence there is an animation that looks like the charaecter's shaking it's sword - this happens between attacks.. 

does anyone know what's the name of the animation? I wanna override it with my new animations for a test..



#2
liorbil

liorbil
  • Members
  • 38 messages

Get the cloak skeleton (each race has its own) and animate it as well, make sure the cloak does not intersect with any limb.

The cloak skeleton root node should be aligned to the chest node, IIRC.



#3
psiiijay

psiiijay
  • Members
  • 258 messages

The cloak skeleton root node should be aligned to the chest node, IIRC.

 

What file is this for human skel?

 

And is this a completly new skel that I need to animate or can I just copy the animations I did at the normal skel for it? 



#4
liorbil

liorbil
  • Members
  • 38 messages

No, the cloak is a separate hierarchy. It has its own root node and its own animations. I will look at what I did with the bagpipes and provide more details.



#5
4760

4760
  • Members
  • 1 204 messages

What file is this for human skel?

p_hhmcapewing_skel.gr2

 

 

And is this a completly new skel that I need to animate or can I just copy the animations I did at the normal skel for it? 

You'll find it in the lod_merged*.zip files, and you'll have to redo the capewing (i.e. cloak) animations from scratch, and save both p_hh?_skel and p_hhmcapewing_skel animations in the same _idle.gr2 (or 1hs_walk etc.) animations.



#6
psiiijay

psiiijay
  • Members
  • 258 messages

4760, liorbil (or anyone else)- Do you happen you have a 3d max file for a human cloakwing with animation walk/Idle I could use? 

 

4760 - How do I save both files in the same gr2 file?



#7
liorbil

liorbil
  • Members
  • 38 messages

The exporter handles this, afaik. Send me your address in a pm, ill send you the human skeleton, however, it has the bagpipes animation, not idle.



#8
psiiijay

psiiijay
  • Members
  • 258 messages

Ok great! But I don't get how does it know how to connect the capwing skel I made with animation I made..?



#9
4760

4760
  • Members
  • 1 204 messages
Since both skeletons will be saved in the same gr2 file, their root nodes will be "connected" as per the animation (the translations and rotations will be based on the same reference and consequently their respective positions will be kept as in 3ds max).

#10
psiiijay

psiiijay
  • Members
  • 258 messages

"Since both skeletons will be saved in the same gr2 file" Right- how do you phisicly save both skeletons in the same gr2? 



#11
psiiijay

psiiijay
  • Members
  • 258 messages

"Since both skeletons will be saved in the same gr2 file" Right- how do you phisicly save both skeletons in the same gr2? What actions do I take to combine my new animation with the cloakwing? 



#12
psiiijay

psiiijay
  • Members
  • 258 messages

oops sorry for the 2x posting!



#13
4760

4760
  • Members
  • 1 204 messages
Once you've done the animations for the character and for the cloak, you select all the bones (including the root bones and attachment points), and save everything in the same gr2 file. You basically do the same thing as what you already did for the 1hs animation, you just include the capewing skel as well.

#14
psiiijay

psiiijay
  • Members
  • 258 messages

But its 2 different files - Saving the capewing.gr2 OVER the 1hs animation would just replace it..

 

How do I combine them? How do I select the bones and animations from the 1hs animation and the capewing bones from the capewing and save them together?



#15
4760

4760
  • Members
  • 1 204 messages
You'll have to import p_hhm_skel and p_hhmcapewing_skel, do the animations for p_hhm and p_hhmcapewing, then export both skeletons in the same animation file. Yep, that means you have to do the cloak animations, you can't use the existing ones.

#16
psiiijay

psiiijay
  • Members
  • 258 messages

If I press export on the animation (that is a 3d max file) and create a new gr2 file, then do the same for capwing and export it on the same name as a gr2 it just overrides the 2gr animation file..

 

Is there a special way to combine them? like choose both to be exported together? 

 

You wrote: you select all the bones (including the root bones and attachment points), and save everything in the same gr2 file. You basically do the same thing as what you already did for the 1hs animation, you just include the capewing skel as well. 

 

This seems as if you don't mean I just export the file itself and then export the 2nd file in the same name and place right?

 

 

2- You mentioned from what I got that there is a way to see the actual model as you move the bones around (still moving the bones but having a full model that shows the changes in 3d max) - How is this done please? It would really make things easy.. 



#17
4760

4760
  • Members
  • 1 204 messages
1) Import the p_hhm_skel skeleton and p_hhmcapewing_skel.
2) Make the animations for p_hhm_skel and p_hhmcapewing_skel.
3) Select all bones and attachment points (yes, p_hhm_skel bones and p_hhmcapewing bones together).
4) Export the animation file.


For your second question:
1) import the skeleton you want to animate.
2) import a body that goes with this skeleton.
3) select a bone you want to move.
4) when you move it, you'll see the mesh follow.

#18
psiiijay

psiiijay
  • Members
  • 258 messages

1. Ok, it works but it looks like the cloak conecction point is way off - normal Idle animation just puts the cloak in a position where its too far away from the body and you can't disconnect it and put it closer to the body- it seems.. Any ideas?

2. Could you tell me what model I need to open for vewing full human animations? And Is is possible to see the mesh with a cloak on? If it is I would really like to know how..



#19
4760

4760
  • Members
  • 1 204 messages
2. Since the human character is made of body, gloves, boots and head, you'll have to import all four parts. However, if you're only working on p_hhm_skel, you could try with Aldanon or LNasher, as they've got their own model. LNasher also as a dedicated cloak I believe.

#20
psiiijay

psiiijay
  • Members
  • 258 messages

Do you know where LNasher model is? I imagin its in data/ models but I have no idea where to start looking..

 

oh and sadly after combining the cloak- the cloak conecction point is way off - normal Idle animation just puts the cloak in a position where its too far away from the body and you can't disconnect it and put it closer to the body it seems.. Any ideas?



#21
4760

4760
  • Members
  • 1 204 messages

LNasher_CL_Body01.mdb should be in the \Data\NWN2_Models.zip file.



#22
psiiijay

psiiijay
  • Members
  • 258 messages

I imported the Nasher model but the body does nothing even when I animate the skeleton.. You know how I can I fix this? Maybe the configuration of the model import or something?



#23
4760

4760
  • Members
  • 1 204 messages
Did you import the skeleton before the body? If not, the body will be 100 times larger than the skeleton.

#24
psiiijay

psiiijay
  • Members
  • 258 messages

I imported the skeleton first and the skeleton is 100 times larger then the body. 

Still moving the bones has no effect on the body model.. Do I need to do anything special?



#25
psiiijay

psiiijay
  • Members
  • 258 messages

Anyone?