Author Topic: Weasle's Romantic Animations  (Read 1877 times)

Legacy_virusman

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Weasle's Romantic Animations
« Reply #45 on: November 09, 2011, 02:00:03 pm »


               Where are these custom animations defined? How do I find the animation by its ID?
It'd be even better if there was a file with extra animations that are inaccessible in the game - for testing
               
               

               
            

Legacy_Calvinthesneak

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Weasle's Romantic Animations
« Reply #46 on: November 09, 2011, 03:48:49 pm »


               Custom animations are defined in the supermodel files.  So some are in a_fa, a_ba, a_ba_non_combat.  Generally they are given constant values, but they do not tell you what that animation does.   so you'll have a section that will read CUSTOM10_START.


The problem with custom robes and cloaks is that many of them inherit alternate phentypes rather than the default racial ones like armor parts do.  Armor parts will inherit pfh0 or whatever.  Robes however will use things like a_fa, a_ba_coat, a_fa_skirt.

For animations that use different phenotypes, you can get the robes to work with the animations, by creating a copy of the MDL (don't need the texture) and editing all references to use the correct phenotype.  You then change the supermodel in the robe or cloak to match the phenotype base animation file: pfh9.  What this does is put the robe in the right position, but it also affects the flow, as it will no longer be animated as intended, this can lead to some interesting results.

I may be explaining it poorly and will have to do so better tonight when I'm home from work.
               
               

               
            

Legacy_Mavrixio

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« Reply #47 on: November 09, 2011, 10:36:31 pm »


               Right, but adding 200(robes)*6(races)*2(genders)*~3(phenotypes used) = 7200 model files to our haks is not very nice. What would be nice is that the client be smeart enought to replace the (for example) pfh0 by pfh<creature phenotype>, when loading a model file.
               
               

               


                     Modifié par Mavrixio, 09 novembre 2011 - 10:37 .
                     
                  


            

Legacy_Calvinthesneak

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« Reply #48 on: November 10, 2011, 12:49:12 am »


               It gets worse if you start using Ragnarok's alternate combat animations. You have a good 15 phenotypes, or more in use if you start adding other animation sets. I never found a way to make the client "smart" enough to avoid that, I simply divided the clothing haks into three parts. Cloaks/robes, male and female. I did find a way to do that work fairly quickly with regex replacing, but as you said it is a lot of files (I was somewhere over 15,000 and approaching max hak file limit).

You did miss my point though in the robes tend to use different supermodels than the part based ones. (a_ba, a_fa_skirt, etc) What you're really looking for is the supermodel to be overridden if the PC in question is not using phenotype 0 or 2, and then default to the supermodel pfh33 or whatever phenotype they are switched to.

Something I don't know if even the client extender could do, because in cases of textures, the game engine will simply enforce based on the model name (even if texture reference is different model than the model file that references). Out of my domain of expertise.

Looking at Elglio's notes from the CCG(see the note on the side here).

And for those of you wanting to understand nwn animations a bit better (it's greek to me):  http://ccg.animecafe...rt_5:_Animation
               
               

               


                     Modifié par Calvinthesneak, 10 novembre 2011 - 12:53 .
                     
                  


            

Legacy_Calvinthesneak

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Weasle's Romantic Animations
« Reply #49 on: November 10, 2011, 01:06:21 am »


               

virusman wrote...

Where are these custom animations defined? How do I find the animation by its ID?
It'd be even better if there was a file with extra animations that are inaccessible in the game - for testing


http://ccg.animecafe...ture_Animations


And here is the best I can find for you on custom animations.  You may have to download Vaei's custom animations to see how they are dispersed, or even just look in the animations from 1.69 as bioware left a few behind from WCoC.
               
               

               


                     Modifié par Calvinthesneak, 10 novembre 2011 - 01:06 .
                     
                  


            

Legacy_Mavrixio

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« Reply #50 on: November 10, 2011, 01:08:36 am »


               Yea, and we do have Ragnarok animations '<img'>, so its why i would prefer a global solution than adding more animation slots.

Normally, all robe inherit the p??0 model, a robe can inherit another model and that model of another, but at some point it should inherit of p??0 and it is at that point that the robe animation is mislead: the robe will always move as the phenotype #0 instead of the creature's phenotype.
               
               

               


                     Modifié par Mavrixio, 10 novembre 2011 - 01:09 .
                     
                  


            

Legacy_Sir Adril

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« Reply #51 on: January 13, 2013, 10:38:21 pm »


               Sorry for digging up an old thread, it made more sense to dig this up than start a new one.

I'd really like for two of my male NPCs to be able to hug, romantically, in the module I'm putting together. I love the NWM animations for this, but I really truly want the hug to look the same as the m/f hug, rather than the clumsy m/m animation fudging. To me, the tenderness just isn't there with it done that way - though cut short abruptly, it had a bit of a manly hug thing going on which I kind of liked for another part of the story I'm trying to tell.

I'm using Issig's phenotypes, so they might actually have the height difference to make it work and look good.

For the life of me, I can't figure out how to make it work though. I need an idiot's guide to this. If anyone can walk me through it, I'd be incredibly grateful.
               
               

               
            

Legacy_Failed.Bard

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Weasle's Romantic Animations
« Reply #52 on: January 26, 2013, 11:00:25 pm »


               

Sir Adril wrote...

Sorry for digging up an old thread, it made more sense to dig this up than start a new one.

I'd really like for two of my male NPCs to be able to hug, romantically, in the module I'm putting together. I love the NWM animations for this, but I really truly want the hug to look the same as the m/f hug, rather than the clumsy m/m animation fudging. To me, the tenderness just isn't there with it done that way - though cut short abruptly, it had a bit of a manly hug thing going on which I kind of liked for another part of the story I'm trying to tell.

I'm using Issig's phenotypes, so they might actually have the height difference to make it work and look good.

For the life of me, I can't figure out how to make it work though. I need an idiot's guide to this. If anyone can walk me through it, I'd be incredibly grateful.

 

  I missed this post when it got made.  Did you still need help setting this up?

  The general process for doing it depends on whether you have free custom slots available on the pheno 0 or not.  If you do, you can set the male portion of the hug (or any gender specific paired animation) to one custom slot, and the female portion taken from a_fa to another slot, within the a_ba.
  This is a usually a matter of copy/pasting the a_fa portion (using notepad, or any other text editor).  I generally place it in an empty text file first, which makes the renumbering easier.  The a_fa supermodel references have to be changed to a_ba as well, before pasting it into the a_ba. 

  If you don't have any free custom slots, then you have to set up the reverse gender animations on a seperate phenotype, which you would then link to the opposite genders supermodel.  Your pm** base models go to a_fa, and pf** to a_ba directly.  The same applies to most other paired animation sets regardless of specific supermodel names, you just flip the linking of them.
               
               

               
            

Legacy_Sir Adril

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Weasle's Romantic Animations
« Reply #53 on: January 30, 2013, 08:55:56 pm »


               Thank you so much, that actually really helped me figure it out. '<img'>