Author Topic: Animation - altering the casting animation  (Read 372 times)

Legacy_TheOneBlackRider

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Animation - altering the casting animation
« on: November 24, 2011, 04:37:16 pm »


               Hello out there,

got another problem to solve and I hope, someone will get me into the right direction.

I'd like too add an open-close-mouth-animation to a flying dragon-mdl, so, when it casts a spell, it looks like the animation of the NWN-mdls (c_drgXYZ): Open the mouth->(spell is cast)->close the mouth.

I found/know the following:

cconjure1 - Spell Preperation Loop 60 frames
ccastout  - Tweening from Spell Preperation Loop to Spell Launching loop 15 frames
ccastoutlp - Spell Launching Loop 30 frames

I have successfully altered the original "always closed mouth"-animation to a motion of opening and closing. And animations show up IG, when casting a spell. (All alterations are based on the original closed mouth animation-part.)

The thing I don't get to work is, that, after casting, the mouth is/stays closed. ':sick:'

I created the following animations:

ccastout versions
(original close only)
1 is close->open
2 is close->open->close


ccastoutlp versions (sorry, forgot the LP here... corrected)
(original close only)
1 is close->open->close
2 is open-->close

cconjure1= original=close

I tried all kinds of combinations, eg. only an altered ccastout or only ccastoutlp or both altered versions, but I always end up with an open mouth.

So, how do I tell the model to to "shut up" again??? ':sick:'
               
               

               


                     Modifié par TheOneBlackRider, 24 novembre 2011 - 08:54 .
                     
                  


            

Legacy_ragnarok_mr4

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Animation - altering the casting animation
« Reply #1 on: November 24, 2011, 08:02:16 pm »


               Going from memory here, so advanced apologies if I'm not as precise as I should be about this....

IIRC... To be thorough, you'll need to edit a couple more of the animations.  Specifically, the combat stance loop animation and the idle loop animation.  I suspect that you'll need to add keys to the mouth object so that they remain closed since that they don't have keys defined for the mouth to stay shut.
               
               

               
            

Legacy_TheOneBlackRider

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Animation - altering the casting animation
« Reply #2 on: November 26, 2011, 11:48:51 am »


               Sorry for my late reaction and thanks for the reply.

And: You were right. I added a tiny "open/close-mouth" animation to the first 2 frames of cpause1 and now, the mouth closes! Have not done this to the combat animation. Will monitor, if it has do be done (didn't have time for that ATM).

In case others need to follow: I now use the following animations:
cconjure1: Original non mouth animation (=closed mouth)
ccastout: Animation from close to open  (=c_drgXYZ)
ccastoutlp: Open all the time (=c_drgXYZ)
cpause1: Short tiny open-close animation

Thanks again for the help.
               
               

               


                     Modifié par TheOneBlackRider, 26 novembre 2011 - 11:53 .