Author Topic: Creature Model dynamic weapon use  (Read 392 times)

Legacy_Failed.Bard

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Creature Model dynamic weapon use
« on: September 01, 2012, 05:59:25 am »


                 How is this done?
  I was making up an unarmed marilith model requested by a player, but would like for the now empty primary hands on each side to display equipped weapons/shields. 

  Is it a switch I'm not seeing in the 2da, or something that needs to be set up within the model itself?


Edit:  Solved.  thank you TAD and Pstmarie.

MODELTYPE in appearance.2da needs to be set to "F" (or "P" for part based races), dummy nodes lhand (Attached to lhand_g), rhand (rhand_g), and lforearm (lforearm_g) must be in place for weapons and shields to display.
               
               

               


                     Modifié par Failed.Bard, 01 septembre 2012 - 12:56 .
                     
                  


            

Legacy_The Amethyst Dragon

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Creature Model dynamic weapon use
« Reply #1 on: September 01, 2012, 08:03:44 am »


               The model will need the proper nodes: there's one for righthand, lefthand, leftarm (for shields)...Not sure of the names offhand, but if named correctly, they should display weapons that are equipped in the standard right/left/shield slots.

The nodes do have direction, so rotating them incorrectly can make displayed items show up in odd positions.
               
               

               
            

Legacy_Failed.Bard

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Creature Model dynamic weapon use
« Reply #2 on: September 01, 2012, 09:25:04 am »


               I thought it might have been node related, but the model does have rhand, lhand, and lforearm nodes already.

 I'd assumed it would be using those ones to display weapons or shields, but the model hierarchy gets weird beyond the biceps on it.  The torso is chained to the pelvis on this one, and way down on the hierarchy list.  Is it possible they aren't displaying because of that?
               
               

               
            

Legacy_Pstemarie

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Creature Model dynamic weapon use
« Reply #3 on: September 01, 2012, 12:21:12 pm »


               The hierarchy shouldn't have an affect on whether or not the nodes display anything attached to them. However, you may need to change the model type in appearance.2da to "F".
               
               

               
            

Legacy_Failed.Bard

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Creature Model dynamic weapon use
« Reply #4 on: September 01, 2012, 01:52:17 pm »


               

Pstemarie wrote...

The hierarchy shouldn't have an affect on whether or not the nodes display anything attached to them. However, you may need to change the model type in appearance.2da to "F".


  Changing it to an "F" did it.  However, this made all the animations stop working.

  I have to assume that's because the "S" type it was before uses creature animations, and the "F" type uses character ones, invalidating the ones on the model.
  This isn't really an issue with this model, as the weapons being displayed weren't really that important.  I moreso wanted to learn the process for allowing it in the first place.
               
               

               
            

Legacy_Pstemarie

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Creature Model dynamic weapon use
« Reply #5 on: September 01, 2012, 07:17:14 pm »


               If its type F all the nodes need to be named head_g, torso_g, etc. You also need to rename the creature anims to their corresponding PC anim. This isn't that hard - for most of them you just have to remove the first "c" letter at the very beginning of the name of the anim.