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New Staff Idle & spell cast animations download + a help request!


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#1
psiiijay

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So I made a pretty nice staff idle animation (with cloak option) and a 90% done new casting animation for it.

 

Next I'm going to add a new walking staff animation and then a new 1 hand sword fighting animation as the one we have now just looks really bad..

 

This is a link that downloads 3 same idle animations for normal idle and fighting (If you want to exclude something you just don't copy it into override) and animations for spell cast that go with it.

 

https://www.dropbox....lIVYXy4MDa?dl=0

 

 

I have one problem - the location of the hand that holds the staff is high so the staves in the game are too short to reach the ground.

If someone could make some staves longer - I need the models of the Rakshasa staff and Grand Bastao staff (I think thats the name) and any other staves/scythes anyone could make longer so it reaches the ground.. After I have longer versions I'll be able to do the walking animations porperly.. :)

 

I'm adding the 2 staff models in longer versions that I got here in the forum - sadly they are not long enough or the holding point is too high and should be lowered so they touch the gound- something I don't know how to do in my 3ds max (If some one could explain how to change holding point and export the model it would also be great help).

 

https://www.dropbox....taves3.rar?dl=0



#2
Nagual_NWN

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The matter is if you move the holding point too high,you will have trouble to not have the staff be in the ground when walking.and it will looks like you old it by top,things that could be a bit strange for a walk.

As if you do a longer staff it will start looking like a sport pole.

I don t know if you can have different holding point.

 

I don t have any tutorial for weapon under the hand,just found this in the doc of mdb importer

ap_* bones are attachment points for things like weapons, shields, visual
effects, etc. (LeAdderNoir)

 

4760 made some work on weapon,don t know if he is still around.



#3
4760

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Yes, still around... I also made two or three staves for which the attachment point was moved higher so it would touch the ground when walking.

Psiijay, for weapons the holding point is the origin: fire up 3ds max, import your staff mdb model, move it down (don't forget to reset the pivot point to (0, 0, 0) so the attachment point is set where you want it to be) and export your updated mdb (if you want to change the name of the .mdb file, change the name of the mesh accordingly first or NWN2 will not recognise it).

#4
psiiijay

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I don't know why, exporting models doesn't work for me.. It shows me either an invisible model or an error cube or something like that..

 

I think I need a tutorial about this as well (even though I saw one that didnt really help me in the end as the exporting still always failed) :)



#5
Dann-J

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You could also use the MDB Tool to shift a model in its Z axis. I tried cloning a staff as a torch model and shifting it down so that the end touched the ground. Unfortunately the torch idle animation had NPCs waving the staff around like lunatics.



#6
psiiijay

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Hehe, well, why didn't you just used it as a staff with my new animation?

 

Oh, and the MDB tools don't work in windows 10 it seems.. 



#7
psiiijay

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Problem solved! I did everything I needed - I'll start working on the walking animations..

4760 I would love the tutorial for the model-skel view for this.. :)