Author Topic: Vaei - Additional Animations: Upgrading to 1.69 Compliance  (Read 1006 times)

Legacy_Pstemarie

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #30 on: November 13, 2011, 11:05:34 pm »


               Yeah, I'm liking this whole putting them into the primary models better than a new pheno - saves me a lot of work in the long run. BUT, two of the anims gotta go - looking like its going to be Grokko Smash and I'm leaning towards Uh-Oh (guy hanging by hands above the ground).

EDIT - Uh-oh is safe, looks like Onward (pointing) is going to be the second one to go
               
               

               


                     Modifié par Pstemarie, 13 novembre 2011 - 11:15 .
                     
                  


            

Legacy_henesua

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #31 on: November 13, 2011, 11:16:25 pm »


               I agree with those choices. BTW does any of the Q team need to contact Vaei for this. I could try if it is needed. Send me a PM.

The hanging animation is more appropriate for another phenotype. As it is more of a DM applied thing than a player elected pose. I'd like to keep it, but don't see why it would be added to the primary models.

I think Onward should be a higher priority.
               
               

               


                     Modifié par henesua, 13 novembre 2011 - 11:18 .
                     
                  


            

Legacy_Pstemarie

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #32 on: November 14, 2011, 12:25:52 am »


               Ok Vaei's animations are in the a_fa and a_ba_non_combat supermodels. The Grokko Smash and Uh-Oh (hanging) animations were removed due to lack of available slots. Current plans are to implement the Uh-Oh animation as an alternative "Prisoner" phenotype.

The animations can be activated by entering in the commands as outlined in my previous post. Alternatively they can be scripted using the constants defined below:

ANIMATION_LOOPING_CUSTOM5        = headache
ANIMATION_LOOPING_CUSTOM7        = crossed
ANIMATION_LOOPING_CUSTOM8        = jump
ANIMATION_LOOPING_CUSTOM9        = follow
ANIMATION_LOOPING_CUSTOM10      = crouch
ANIMATION_LOOPING_CUSTOM16      = onward
ANIMATION_LOOPING_CUSTOM17      = thought
ANIMATION_LOOPING_CUSTOM18      = sleep

There is NO phenotype change necessary to use the new animations.
               
               

               


                     Modifié par Pstemarie, 14 novembre 2011 - 12:29 .
                     
                  


            

Legacy_henesua

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #33 on: November 14, 2011, 12:31:57 am »


               Awesome. Did these also come with custom icons for the GUI?
               
               

               
            

Legacy_Calvinthesneak

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« Reply #34 on: November 14, 2011, 08:47:04 am »


               

henesua wrote...

I agree with those choices. BTW does any of the Q team need to contact Vaei for this. I could try if it is needed. Send me a PM.

The hanging animation is more appropriate for another phenotype. As it is more of a DM applied thing than a player elected pose. I'd like to keep it, but don't see why it would be added to the primary models.

I think Onward should be a higher priority.



I tried 3 years ago to get hold of Vaei, and I didn't really change his animations except to use slots 11-20, since WCoC relics were left in the animations.  I never got any response, you might have more luck.
               
               

               
            

Legacy_Estelindis

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #35 on: November 14, 2011, 09:24:08 am »


               

AndarianTD wrote...

Good to see you again, Rags!

Seconded!  :happy:  I hope you're doing wonderfully.

Regarding the actual topic, I shall follow it with interest.  I love Vaéi's work.  I'd offer to help, but I'm snowed under with my research.  If it's still being worked on when I have more free time, though, I'll jump right in.  
               
               

               
            

Legacy_henesua

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« Reply #36 on: November 14, 2011, 01:02:47 pm »


               

Calvinthesneak wrote...

I tried 3 years ago to get hold of Vaei, and I didn't really change his animations except to use slots 11-20, since WCoC relics were left in the animations.  I never got any response, you might have more luck.


I have had some contact with Vaei recently. The original Vives was her creation and she was interested in what I was doing with it.

I sent word to her about her animations and let her know of the community's interest to update them. Well see if she responds.
               
               

               
            

Legacy_OldMansBeard

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #37 on: November 14, 2011, 07:14:36 pm »


               

AndarianTD wrote...
I agree that pheno changes can be a hassle for this. The visible hiccup when I use triggers to switch between swimming and flying phenos (for example, when someone walks into a lake to swim) are a bit jarring. It will make the new animations a bit more awkward to use. The fact that those aren't visible with the non-pheno RAS animations is something I always appreciated, but I think that's too much to ask in general.


In case people aren't aware of it, I'll mention here that there is a remedy for that hiccup that occurs when switching phenotypes in general, although it may not always to possible to use it.

If the character is always going to switch pheno's when doing nothing much else, however, it can be done. It goes like this:

While waiting, characters automatically execute a "pause1" animation. The hiccup occurs because the engine interrupts the animation, applies the new pheno base model, then resumes the animation so there is a brief moment when the stance of the figure is that of the static base model alone, which doesn't generally match the pause1 stance, before the stance in the animation is re-applied. The trick, then is to make the orientations of the parts in the basemodel (pmh47.mdl or whatever) match the orientationkeys at the beginning of the pause1 animation. It's not hard to do and the results are a definite improvement.

OMB
               
               

               


                     Modifié par OldMansBeard, 14 novembre 2011 - 07:15 .
                     
                  


            

Legacy_henesua

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #38 on: January 27, 2012, 05:21:01 pm »


               I wanted to say that I am eagerly awaiting the unveiling of Vaei's animations in Q. Are they in the next update? Or further out?

If further out I might put them in a temporary HAK until that time. (I keep a "patch" hak into which I put things expected to be in Q, or said to be in Q eventually so that I can easily pull them out when the time comes)
               
               

               
            

Legacy_Pstemarie

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #39 on: January 27, 2012, 05:49:19 pm »


               Vaei's anims are in the 1.5 patch which will be released soon...
               
               

               
            

Legacy_henesua

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #40 on: January 27, 2012, 06:05:47 pm »


               Excellent. Thank you very much.
               
               

               
            

Legacy_Pstemarie

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« Reply #41 on: January 27, 2012, 06:07:06 pm »


               The podcast episode Six and I has some info on those - just a few tidbits to whet the appetite. We had to ditch one - Grokko Smash
               
               

               
            

Legacy_henesua

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #42 on: January 27, 2012, 07:30:22 pm »


               Pstemarie, this comment forced me to get out of my chair and break my routine.

I listen to podcasts primarily when I am at my work's studio/office - almost never anywhere else because work is the only place where I sit still long enough to listen to something. I hadn't been listening to the NWN podcast at work because the NWN podcast is not in mono. The cleaning person smashed one ear piece on my headphones (by mistake hopefully) two years ago and I hadn't bothered to replace them. I'm the kinda guy that makes do with broken stuff using a roll of ductape and a knife when necessary.

This comment of yours however inspired me to actually take a break and go buy some new headphones. One of my co-workers cheered when they heard I was going to replace them. This is life changing! '<img'> Not only will I enjoy the podcast this afternoon, but I'll be able to listen to music again while working. I think it'll be Abraxas and a bunch of nuevo flamenco (which is hardly nuevo anymore, but I haven't heard it in ages).

Anyway... I look forward to the podcast.
               
               

               


                     Modifié par henesua, 27 janvier 2012 - 07:35 .
                     
                  


            

Legacy_Calvinthesneak

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Vaei - Additional Animations: Upgrading to 1.69 Compliance
« Reply #43 on: February 19, 2012, 09:15:35 am »


               

Pstemarie wrote...

The biggest problem with these is, as you pointed out, the lack of cloak support. For some of the animations - jumping - it wouldn't be too difficult to animate the cloaks. However, it IS very labor intensive and time consuming.

You would need to start with Vaei's versions of a_fa and a_ba_non_combat and eliminate all but the anims Vaei added from the files using a text editor (I use textpad).

Next you would have to verify that the numbering for Vaei's anims are not the same as any of the anims used in the 1.69 versions of the files.

Open the 1.69 a_fa and a_ba_non_combat files in 3ds and using NWMax IMPORT the anims from Vaei's models into the 1.69 versions.

Now comes the fun part 'Image You'll need to go through Vaei's anims just about frame-by-frame and set the rotation keys for the cloak manually. Make sure you only adjust the rotation and NOT the position. Also, be sure to SET the keys for each part moved in the frame before moving onto the next part or next frame.

Just to give you a timeframe - so you know what to expect - it took me two weeks to add cloak support for the Demonblade pheno (available soon in Project Q 1.5 - pardon the shameless plug 'Image)


Ok I finally have some time again and attention in nwn.  I'm trying to follow these steps, but having issues when i am trying to import Vaei's custom anims.

So I took the 1.69 a_fa, decompiled it, put it aside

I took Vaei's a_fa and stripped out all the animations except the custom ones, so it only has geometry and custom anims.

When I go and try to import on the aurora base in 3ds, before import I have ~2130 frames.  When I try to add the vaei animations it seems to reset things and there are 230 frames.

Am I doing something wrong?

Picture might be worth a thousand words?
'Image