Author Topic: NWmax and supermodel help  (Read 682 times)

Legacy_OldTimeRadio

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NWmax and supermodel help
« Reply #15 on: May 02, 2011, 02:27:08 am »


               Epitaffio,

This, I believe, is the latest a_ba.mdl which has only been decompiled, then edited by hand in a text editor to remove all Impact node animation keyframes.

So I wound up blowing all the Impact node keyframes away, anyway.  I just didn't expose the data of the a_ba.mdl to NWMax import/export routine.

I took a look at the keys that were on the impact node and there were only something like 13 animations (out of all of a_ba) where the Impact node had keyframes at all.  On looking at the actual data stored in them, they didn't appear to have been created for any useful purpose that I could see.  And one of them I knew to be incorrect.  So bye bye.

Now the Earth could end or something because of this but I don't think that's going to happen.  Still, test it out and let me know either here or by PM (if any length of time has passed).  Again, unless I'm missing something about Impact node, this would be the same deal as the Tail node (which is attached to pelvis_g) and the Tail node is much cleaner, only having keys during custom4start, custom4lp & custom4end.

':whistle:'
               
               

               


                     Modifié par OldTimeRadio, 02 mai 2011 - 01:30 .
                     
                  


            

Legacy_Calvinthesneak

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NWmax and supermodel help
« Reply #16 on: May 02, 2011, 03:58:43 am »


               Thank you very much, I'm more than familiar enough with NWMax to reset XForms.

I will attempt to play with the steps you suggested. I have little experience with modelling unfortunately, but I think I should be able to manage this.

My question is why would the model display so differently from 1.68 to 1.69 when the animation supermodels changed?

Also on a different note, In the past I took Vaei's old custom animations and just with a text editor inserted them into the a_fa, a_ba_noncombat. Now I've seen a few odd behaviours as a result, minor indescrepencies, such as cloaks not animating properly for dwarves and such oddities. I definately have no clue with animations, well at least not much of a clue.

The work can be found here: http://nwvault.ign.c....Detail&id=1334

The comments contains a link to Vaei's original animations as well. I made no claim to have done the animation conversion perfectly, I did a hack job with pasting in custom animations.


Anyhow if you don't want to look at them it's fine, I did this stuff like 3 years ago, but I've not done anything with animations before or after, was the extent of my experience.
               
               

               


                     Modifié par Calvinthesneak, 02 mai 2011 - 03:16 .
                     
                  


            

Legacy_Epitaffio

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NWmax and supermodel help
« Reply #17 on: May 02, 2011, 10:17:06 am »


               @calvin: those are the vfx cointained in the adventures kit, i'm right? I would to include those (model in the original hak, at least) other then the krs_inventory, but same error as the one with krs, don't know if the original model can be fixed with the oldtimeradio fix. I'm not at home and can't test it : (


@oldtimeradio: you're my hero, really, thanks for all time time spent in this. But just for clarity, this can be consider like a final fix? (if it not create strange bugs, obviously)  :**
               
               

               
            

Legacy_OldTimeRadio

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NWmax and supermodel help
« Reply #18 on: May 02, 2011, 03:09:05 pm »


               

Epitaffio wrote...
@oldtimeradio: you're my hero, really, thanks for all time time spent in this. But just for clarity, this can be consider like a final fix? (if it not create strange bugs, obviously)  :**

Yeah, as long as this doesn't seem to create new problems, this is the "cleanest" way I can think of to make the modifications and not hurt anything else.  So yeah.  Maybe in the future I might try compiling it but that would probably be after I take a stab at cleaning up the whole supermodel chain for this and maybe other simple things.  Which I probably wouldn't get to in 2011, if at all.  But give me any feedback or issues you come across because I might upload what I just shared with you to the Vault at some point.
               
               

               


                     Modifié par OldTimeRadio, 02 mai 2011 - 02:37 .
                     
                  


            

Legacy_OldTimeRadio

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NWmax and supermodel help
« Reply #19 on: May 02, 2011, 03:38:39 pm »


               

Calvinthesneak wrote...
My question is why would the model
display so differently from 1.68 to 1.69 when the animation supermodels
changed?

No idea.

Calvinthesneak wrote...
Also on a different note, In the past I took Vaei's old custom animations and just with a text editor inserted them into the a_fa, a_ba_noncombat. Now I've seen a few odd behaviours as a result, minor indescrepencies, such as cloaks not animating properly for dwarves and such oddities. I definately have no clue with animations, well at least not much of a clue.

I haven't really done much on this, so I don't have an opinion.  But if done correctly and carefully, placing animations inside a text file without putting the model through Max import/export seems to be the preferred method in every way, IMO.  I  probably won't be able to allocate time to look at those (and I'm not sure I'd be much help if I could).

If anything, if I had more free time I'd be pursuing the creation of entirely new animations using a refined version of this method or something derived from it.

Click on the "BLOG" link in my sig to take a look at some of the test videos to see that method in action.
               
               

               


                     Modifié par OldTimeRadio, 02 mai 2011 - 02:44 .
                     
                  


            

Legacy_Calvinthesneak

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NWmax and supermodel help
« Reply #20 on: May 02, 2011, 05:18:11 pm »


               

Epitaffio wrote...

@calvin: those are the vfx cointained in the adventures kit, i'm right? I would to include those (model in the original hak, at least) other then the krs_inventory, but same error as the one with krs, don't know if the original model can be fixed with the oldtimeradio fix. I'm not at home and can't test it : (


I think originally those items came from the adventure gear yes.  I'm not sure.  They are robes, and I did fix them, though there are some texture issues.  I simply fix the human versions and then produce copies for other races using NWMax.

I haven't really done much on this, so I don't have an opinion. But if done correctly and carefully, placing animations inside a text file without putting the model through Max import/export seems to be the preferred method in every way, IMO. I probably won't be able to allocate time to look at those (and I'm not sure I'd be much help if I could).



The supermodels/animations I referred to after came from Vaei.  I've fiddled with those for years, and always had minor inconsistancies and issues.  I always thought it was simply a result of animations not being created for 1.69.  I was fairly careful in my creation, but if there is someone with skill/experience with 3d modelling and animating that can do them better I always welcome it.  I'm a programmer by trade, not an animator.

Again this is quite old, but might be of use to read this topic as it talks about the custom animations that got left behind in the supermodels in slots 1-10.  http://nwn.bioware.c...1&forum=48&sp=0
               
               

               


                     Modifié par Calvinthesneak, 02 mai 2011 - 04:29 .
                     
                  


            

Legacy_Epitaffio

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NWmax and supermodel help
« Reply #21 on: May 03, 2011, 11:51:27 am »


               

But give me any feedback or issues you come across because I might upload what I just shared with you to the Vault at some point.


You can bet it ; )