Author Topic: Animations for creatures doing their business  (Read 619 times)

Legacy_henesua

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Animations for creatures doing their business
« Reply #15 on: February 19, 2012, 01:07:31 am »


               

Rolo Kipp wrote...
<holding some treats...>
On the qc_wolf, the cconjure1 and ctaunt anims are identical. Repurpose one or the other. I recommend Taunt simply because having a wolf taunt by walking over and lifting a leg... would get a reaction from most enemies ;-)
I'd keep the howl anim on CConjure1 and use it to summon pack members... ;-)
<...just out of reach>


Hmmm interesting. Thats a possibility. But are there other animation slots I can use, and access via script as well as emote wheel? Or is taunt perfect since it can be accessed in both places? 
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #16 on: February 19, 2012, 01:20:16 am »


               <trying to think...>

I only took a quick look at it (have to close *everything* else when I fire up Max). But it looked like all the usual suspects were taken. There's another snag, in that both those anims are currently 30 frames and the "gee-whiz!" OTR did is 60, but that's just grunt work to fix.

I'm just really leaning toward Taunt because it is easy and slips right into the normal NwN combat flow. And I really want to see a direwolf Taunt a rakshasa =)

<...at breakneck speed>
               
               

               
            

Legacy_henesua

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Animations for creatures doing their business
« Reply #17 on: February 19, 2012, 01:31:12 am »


               Whats so tricky about it? Isn't it just a matter of copying and pasting?  I believe all the bones are the same... but perhaps I should check that too.
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #18 on: February 19, 2012, 01:57:50 am »


               <stretching a 5# bag...>

Tricky? Hmmm, well I've never edited animation in the ascii.mdl. In Max, you'd have to define a new range on the aurora base object (say going from 1470-1500 to 1470-1530) and then bump each of the following anims up by 30 frames to make room for the longer anim.  

But that's just the index of anims stored on the aurora base. Next you have to erase all the keys between 1470-1500, insert 30 frames at 1500 and then paste in 60 frames of the new keys.

Not tricky so much as grunt work.

I'm sure there are easier ways to do it, but I'm still caveman-ing it :-P

<...to fit 10# in>
               
               

               


                     Modifié par Rolo Kipp, 19 février 2012 - 01:58 .
                     
                  


            

Legacy_OldTimeRadio

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Animations for creatures doing their business
« Reply #19 on: February 20, 2012, 01:33:47 am »


               I was off camping and just got back. 

@heneusa I can't offer much in the way of recommendations about which animation slot to use because I don't have much experience with creatures like that.  Three things, though: Some animations are X frames and they're hardcoded, others are X frames and they're not hardcoded.  Over the history of NWN there have been a couple of stabs at attempting to identify which animations are of a hardcoded length and which are not.  I just remembered this list which might be useful to you. For an animation which is hardcoded to a certain length, NWN usually speeds up or slows down the animation so that it plays within the hardcoded limit.  I'm not sure how useful this tidbit will be to you in this specific case but I believe custom looping animations will work on NPC's.
               
               

               
            

Legacy_henesua

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Animations for creatures doing their business
« Reply #20 on: February 20, 2012, 02:49:19 am »


               Thanks for that link, OTR. I'll take another look at this soon. Currently have my head in some code - reworking a scry system in NWN.
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #21 on: February 20, 2012, 02:52:46 pm »


               <dropping another...>

A couple updates for that list <depending on his memory is always a brave thing to do>

cdamages I believe is response (flinch) to stab, not small.

cgetmid & cgetmidlp "Causes the object to bend down to get something at about waist height."
(From the 1.69 Lexicon Animation constants - the ones we can script)

<...couple coppers>
               
               

               
            

Legacy_OldTimeRadio

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Animations for creatures doing their business
« Reply #22 on: February 27, 2012, 04:26:49 pm »


               I provided a list of animations for creatures a few messages up.  It's nice but there were two other lists that I was actually thinking of.  This is one of them.  It's very old but it's useful, covering non-creature animations as well.  The other one I'm thinking of might just be an earlier version of the one I linked to.
               
               

               


                     Modifié par OldTimeRadio, 27 février 2012 - 04:28 .
                     
                  


            

Legacy_The Amethyst Dragon

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Animations for creatures doing their business
« Reply #23 on: February 27, 2012, 06:30:19 pm »


               Thanks for the additional information.  I'm going to add this to the CC section of www.neverwinternights.info.