Author Topic: Combat Animations & some Robes  (Read 495 times)

Legacy_YeOlde

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Combat Animations & some Robes
« on: December 19, 2011, 01:09:20 pm »


               Hey!

I have spend many hours on making model changes on lots and lots of robes, adding support for the various phenotypes that comes with the Alternate Combat Animations...

...however

The only robes that doesn't work well with this is some of the NWN standard ones; robe_020, 21 and 112.

020 & 021 = The coats
112 = The fancy one

Have someone found or made a solution to this?
               
               

               
            

Legacy_henesua

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Combat Animations & some Robes
« Reply #1 on: December 19, 2011, 04:37:46 pm »


               I ran into the same problem, and asked the fine people of Project Q to help make clothes using the coat supermodel work with the alternate combat animations.

I don't know how the work is progressing.
               
               

               
            

Legacy_Pstemarie

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Combat Animations & some Robes
« Reply #2 on: December 19, 2011, 11:10:11 pm »


               That's in my to do list for Project Q v1.6. I've already expanded the demonblade pheno and added coat support for that (which is robes 020, 021 and 112). For v1.6 I plan on taking care of the rest of the ACP.
               
               

               
            

Legacy_henesua

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Combat Animations & some Robes
« Reply #3 on: December 20, 2011, 12:23:14 am »


               Awesome. Now my bards will be able to wear their flashy trench coats, and fence with a rapier!
               
               

               
            

Legacy_Calvinthesneak

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Combat Animations & some Robes
« Reply #4 on: December 20, 2011, 05:52:03 am »


               I'll offer my many thanks to Pstemarie for doing this.  It's a bit beyond my talents.  I know enough to know all the work involved, I simply don't know enough about animation and animation keys to do the finer details required.
               
               

               
            

Legacy_YeOlde

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Combat Animations & some Robes
« Reply #5 on: December 20, 2011, 11:06:44 am »


               Looking forward to all Project Q content. I currently use it as a base in my module! Thank you Pstemarie!
               
               

               
            

Legacy_Pstemarie

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Combat Animations & some Robes
« Reply #6 on: December 20, 2011, 11:31:29 am »


               

Calvinthesneak wrote...

It's a bit beyond my talents.  I know enough to know all the work involved, I simply don't know enough about animation and animation keys to do the finer details required.


I used to think the same way, then one day I just decided to jump right in and give it a shot. The first animation I ever attempted was less than stellar and basically to fast to use, but I learned a lot. Some caveats, at least for creatures:

1. Always make sure the animation key bar is red - this means you're actually setting keys. I only state this cause I've forgotten to hit that set keys button several times when I first started.

2. Hide any skinmeshes. They will orient off the bones so you never need to set keys on those. Also hide dummy nodes (except the rootdummy), the ignore_ngon, and the aurorabase.

3. The root dummy should be the only thing that ever gets a position key set manually. If the model needs to actually move across the aurorabase in the animation (i.e. appear and disappear animations), you'll do this by moving the rootdummy.

4. For all other model parts you'll be setting rotation keys. So make sure the angle button is depressed - its the one that looks like a circular arrow located next to the position button on the toolbar.

5. Save the model as a 3ds scene as you work on the animation, indexing the numbers as you complete animations. This way, when you screw up, you can just load the last indexed save and start over with the animation you are working.

6. When setting keys, make sure you set an origin key one frame before the animation begins and one frame after the animation begins.

Setting rotation keys is a fairly simple process:

1. Start at the first frame for the animation sequence and position the model. Select all the parts and hit the Key button (the big one with a key on it).

2. Move to the last frame and position the model. Select all the parts and hit the Key button.

3. Now take the total number of frames in the animation and divide by two to find the middle frame. Move to that frame and position the model. Select all the parts and hit the Key button.

4. Go back to the start key and run the animation frame by frame, adjusting the model's position as you see fit. Before moving onto the next frame be sure to select all components and hit the Key button.

5. Finally, when you are done, export the model and run it through CM3 to have it cleanup any extraneous keys.