Author Topic: Animations for creatures doing their business  (Read 542 times)

Legacy_henesua

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Animations for creatures doing their business
« on: February 16, 2012, 02:31:29 pm »


               This is a crazy request... but ...
does anyone know of a cat and/or skunk model with an animation for "spraying"?
how about for a dog "doing its business"?

And if these animations are out there... how would I associate them with the models I have - using only  text editor?

I am looking for an appropriate animation for familiars. I am giving them the ability to mark spell targets for their master. It would be entertaining if a dog familiar - which I have not made yet - squatted on a location in order to mark a location for a wizard to teleport to.
               
               

               


                     Modifié par henesua, 16 février 2012 - 02:32 .
                     
                  


            

Legacy_The Amethyst Dragon

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Animations for creatures doing their business
« Reply #1 on: February 16, 2012, 03:28:08 pm »


               That would be hilarious.  You could also do the dog raising one leg to mark a location.  I would find a use for such animations in the dogs (and cats you mentioned) that wander the streets in my PW's towns and cities.

I'm pretty sure dogs and cats don't have full animation sets, so there'd be room for them (just using some of the missing emotes "spots") if the work were done and appearance.2da modified (changing an "S" in there somewhere to "F", just don't remember the column name right now).
               
               

               
            

Legacy_gutwrench66kg

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Animations for creatures doing their business
« Reply #2 on: February 16, 2012, 05:06:36 pm »


               The animals don't have full animation sets, and these sort of anims (along with others.. e.g. digging, gnawing on a bone/carcass, etc.) would be most welcome!
               
               

               
            

Legacy_OldTimeRadio

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Animations for creatures doing their business
« Reply #3 on: February 17, 2012, 09:40:16 am »


               Here's a stab at an animation for a wolf/dog/hellhound marking territory.  It uses c_wolf as its supermodel and overwrites the cpause1 animation- just to show off the effect.  Hellhound and wolf familiars both supermodel into c_wolf so it should be usable in both.  It runs 60 frames.

Project with file here.

YouTube video here.  My computer was doing other things in the background so the video didn't record as smoothly as it could have.  But it gives an idea.

Feel free to repackage, reupload, etc.

'Image
               
               

               


                     Modifié par OldTimeRadio, 17 février 2012 - 09:58 .
                     
                  


            

Legacy_ehye_khandee

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Animations for creatures doing their business
« Reply #4 on: February 17, 2012, 11:45:04 am »


               LOL, nice to see someone else doing this too. We've been doing this for a couple years now. We use it for MANY things including scent tracking. It ties in nicely to many systems on our PW.
               
               

               
            

Legacy_henesua

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Animations for creatures doing their business
« Reply #5 on: February 17, 2012, 01:31:17 pm »


               Cool. Thanks, OTR. No files up there yet, though. I look forward to taking a look at that, and learning how to move animations around.

ehye_khandee, would you be interested in sharing the files with these kinds of animations?
               
               

               
            

Legacy_OldTimeRadio

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« Reply #6 on: February 17, 2012, 04:05:28 pm »


               

henesua wrote...
No files up there yet, though.

Whoops, the file should show up now.  If not, let me know.
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #7 on: February 17, 2012, 04:19:55 pm »


               <holding up an index finger...>

A question, OTR; why did you use pause1? Just to demo the anim quickly? Does pause2 fire less frequently (that got into my head from somewhere... ), making it a better ambient choice? Or assign it to taunt so we can call it from script easier...?

Just ideas.
I like the gnawing bone idea, btw :-)
Or Cerberous gnawing on an old (and *very* powerful) glove...

<...to order some whine>
               
               

               
            

Legacy_OldTimeRadio

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Animations for creatures doing their business
« Reply #8 on: February 17, 2012, 05:26:50 pm »


               

Rolo Kipp wrote...
A question, OTR; why did you use pause1? Just to demo the anim quickly? Does pause2 fire less frequently (that got into my head from somewhere... ), making it a better ambient choice? Or assign it to taunt so we can call it from script easier...?

Just to demo it quickly, yeah.  I wasn't sure how it was going to be called so I went with cpause1 because it allowed viewing without setting up scripting hooks.  When I'm doing something similar with a placeable I set the anim as "default" but that didn't appear to work so I just switched over to the next-easiest-anim to fire. 

Dunno about frequency of cpause2 or under what conditions it fires.  I further customized my personal copy of the Omnibus to include ASCII versions of every official model (very handy) and a search appears to show cpause2 only shows up in 2 models: c_deer, c_deerstag.  You might want to take a look at the two threads that pop up for cpause2, scripting might be necessary for some addituational animations to fire.
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #9 on: February 17, 2012, 05:57:41 pm »


               <raises his eyebrows...>

OldTimeRadio wrote...
...
Dunno about frequency of cpause2 or under what conditions it fires.  I further customized my personal copy of the Omnibus to include ASCII versions of every official model (very handy) and a search appears to show cpause2 only shows up in 2 models: c_deer, c_deerstag.  You might want to take a look at the two threads that pop up for cpause2, scripting might be necessary for some addituational animations to fire.

Deer and stag? Fascinating... when I have time, I'm going to look at those anims and see what happens. And those two threads, of course. :-)

On the last point, that's why I was thinking Taunt would be a good anim. Not only is that a good insulting anim for taunt, but it is easily fired from script. Good stuff! :-)

<...about lifting a leg>
               
               

               
            

Legacy_ehye_khandee

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Animations for creatures doing their business
« Reply #10 on: February 17, 2012, 09:46:23 pm »


               Sorry - lil misunderstanding there, we don't do custom animations, we allow the animal to 'urinate' and mark the spot with the 'yellow puddle' from the old CEP 2.1. We use scripts to handle things like scent or making the PC target 'wet, stinky and dirty'. So, there are no animations to share with you. I was simply pointing out that - beyond marking a teleport location - this sort of immersion (LOL pun intended) is great for a RP game. It is lovely fun when the barmaid wrinkles her nose and exclaims - near swooningly: "Don't you EVER bathe?"

We are big on scripts, and try to NOT make our users download custom haks - all the wild stuff we've done is script based. We do most what we do best. *sage nod*

Be well. Game on!
GM_ODA
               
               

               
            

Legacy_henesua

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Animations for creatures doing their business
« Reply #11 on: February 18, 2012, 03:34:22 am »


                Got ya,  ehye_kandee. NP.

OTR. I've dug into the file and found the animation. Nice naming. '<img'> It looks like you had fun with this. Thanks.

So I am trying to move the animation to qc_wolf (thats the project Q wolf that the q dog uses as a supermodel).. And I am noticing that many animation slots are filled up. I have looked through this list and am wondering what else is available.

cconjure1 is taken. I thought that might be a good one since you can call it via script.

Ideally I'd like an appropriate one that is available via the emote wheel, and can also be accessed by script. Any ideas?
               
               

               
            

Legacy_Shadooow

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Animations for creatures doing their business
« Reply #12 on: February 18, 2012, 06:28:46 am »


               Have you already checked CUP? ':devil:'
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #13 on: February 18, 2012, 08:52:29 pm »


               <holding some treats...>

henesua wrote...
So I am trying to move the animation to qc_wolf (thats the project Q wolf that the q dog uses as a supermodel).. And I am noticing that many animation slots are filled up. I have looked through this list and am wondering what else is available.

cconjure1 is taken. I thought that might be a good one since you can call it via script.

On the qc_wolf, the cconjure1 and ctaunt anims are identical. Repurpose one or the other. I recommend Taunt simply because having a wolf taunt by walking over and lifting a leg... would get a reaction from most enemies ;-)
I'd keep the howl anim on CConjure1 and use it to summon pack members... ;-)

<...just out of reach>
               
               

               
            

Legacy_Rolo Kipp

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Animations for creatures doing their business
« Reply #14 on: February 18, 2012, 08:54:06 pm »


               <laughing...>

ShaDoOoW wrote...
Have you already checked CUP? ':devil:'

LOL. Bad ShadoOow! No biscuit! Down boy!

<...himself silly>