@ragnarok_mr4 -Amazing to see you posting here! I only know you from your comments on the old BioWare forums and your contributions- which are incredible. I just recently used a slightly modified version of your Bear Claw fighting style for a
creature in last month's Custom Content Challenge. Video
here. Your animations and NinjaWeaselMan's animations are inspiring to say the least.
I'm sure you're busy but while you're here I was wondering if you had any thoughts on the following NWN-related animation questions:
1. I'm just learning about character animation and I'd like to make basic animations for NWN player characters or creatures from scratch. But my goal is
not to have to bake the animations when I'm done. If I have to, I have to. But I'd like to avoid it at all costs. For someone using a recent version of 3DS Max (2011) and without anything else like the CAT, what is the best way to rig a model for animation in NWN and what solver or combination of solvers should be used?
2. Sort of related to the first question- are you aware of any tools which will can take baked animations (say a .BVH loaded onto a Character Studio rig and then baked into geometry, 1 keyframe per frame) and intelligently reduce the keys in such a way that the result has much fewer keys- as would be the case if it were hand-animated? So, for instance, a typical key reducer just drops keys every X frames. Is there something out there that reduces keys more intelligently than that? Hope that question makes sense. Sorry if these questions show my ignorance- I'm just getting into this and it's very difficult to follow.
3. Kees Rijnen from BioWare was able to release
PuppetShop for 3DS Max- the in-house tool BioWare used to animate. Very powerful and now free. (!) But I still have problems understanding it. Have you ever used PuppetShop for your animations? For what you know NWN to be capable of, is learning a big animation system like this "worth it" given the limited capabilities of NWN? Or would it really pay off just to do more things by hand, such as the rigging in question 1?
I have lots of fun animating inorganic movement like chests or
airships but organic creature movement is a whole separate world of complexity and I'm kind of groping for solutions to advance. Any kind of wisdom you can share would be appreciated!
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Modifié par OldTimeRadio, 10 novembre 2011 - 07:26 .