How do I make new animation entries like this one? Notice that some of these you can't find in the aurora base animation list(like horror and m0d's).
New animation entries
#1
Posté 05 janvier 2016 - 05:06
#2
Posté 05 janvier 2016 - 12:15
What model is that?
As far as I know, NWN cannot access animations by name from scripts, only by indices, which are hardcoded. I would love to have somebody, like VirusMan, change that to a 2da page to which we could add custom animations, giving us nearly unlimited animations on a single phenotype.
Otherwise, to make alternate named animation cycles, you simply change the animation name in the ascii file, then reimport. This allows you to add another copy of the acceptable NWN animation cycle names.
You can also just cut and paste entire animation blocks in the ascii files and rename them while doing so.
- TheOneBlackRider aime ceci
#3
Posté 05 janvier 2016 - 03:19
For alternate named animation cycles, you mean an alternate name or a new animation?
#4
Posté 05 janvier 2016 - 04:50
Really, for NWN purposes, that is one and the same. Simply changing its animation cycle name changes it to a new animation. So what I mean is, you can change the name of an animation cycle, and then go back and add the original name again via nwmax. This puts your "new" animation out of reach of the engine (without modifications), but lets you swap it back in later, by simply changing the text of the model file.
I don't know of a full rundown of the integer values of each animation cycle, but I do know that the animation cycles can only be called from script by integer, not by name string, which is annoying beyond reason. The order of the animations in the MDL file makes no difference, so I know that only can mean that the text names of the animation cycles are built into the game executable, and then called by integer index to the hardcoded table. What I'd like to see is a NWNCX mod that lets you call animations by name string, or otherwise lets you modify that table as an external 2da. By name would allow you unlimited animations. By 2da index would at least give you a ton more. The other benefit to by-name calling is that it would be universal, and no hak would be needed except the additional animation cycles MDL file(s).
I've found that you can make certain unit models more versatile by supplying both character and creature animations. Depending on how the integer calls line up, you might be able to get additional attack or emote animations built into a character by doing that.
Here's a very limited list of the known integer indices, but does not include actual text cycle name.
http://www.nwnlexico...title=Animation
Because creatures and playable characters use different cycle names for their similar combat animations, I wonder if the animation indices line up perfectly name-to-name, or if there is also some internal negotiator which says, "ok, I am model type creature, play ca1SlashL, instead of nwSlashL" (creature attack as opposed to no-weapon attack)
#5
Posté 05 janvier 2016 - 10:24
I changed the animation name "crun" to "ccunt" in the ascii file then reimported it but found no "ccunt" name in the animation list.
#6
Posté 05 janvier 2016 - 10:27
At any rate, I couldn't find any new ones by scripting.
The Custom Content Guide lists the text strings. The correspondance to the integers is fairly obvious, but most of them don't have an integer, so presumably they are only available to the engine.
What we can do is redefine a text string in the model. Take the content of an inaccessible animation, change thr text string to an accessible one (in a new phenotype, if the original is still required). For example, I have a phenotype 41 in which the normal walk is replaced with the zombie walk.
#7
Posté 05 janvier 2016 - 10:42
I changed the animation name "crun" to "ccunt" in the ascii file then reimported it but found no "ccunt" name in the animation list.
No the NwMax animation name dropdown/list is coded within nwmax's scripts. It won't change entries just because you import a file with new entries. But your cycles should still be there by name, and I suspect if you reference the data on your aurorabase using maxscript, they're still named as such. Other methods of viewing the cycle entries on your model exist, such as Animation Browser, found under Anim Tools group on old NwMax (not sure of new versions)





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