...
This guide will cover porting NWN2 creatures to NWN EE with the scope of (a) using NWN2 animations and (b) upscaling the original textures to NWN EE's PBR texture maps.
Currently this guide is just for monstrous creatures who use unarmed attacks only.
Overview
One thing to note before starting out is that NWN2 models might have more complicated animations but appear to have fewer than NWN EE ones, at least for creatures. Overall however all of the key NWN1 animations can be fulfilled, with some adaptation. In general, NWN2 animations tend to be longer than NWNEE and in some cases the animation will be speed up for NWN EE. However the end results are generally reasonable.
...
- Inspect the creature mesh(s) and delete any LODs.
...
As a general note, to import a particular animation, go back to the import menu and select both the "skel.
...
gr2" file and that particular GR2 animation file then hit import. A new skeleton model, separate from the creature mesh/skin model, should show up in blender with that animation on it. When trying to bring in more animations, do not forget to import the "skel.gr2" model with an individual animation file. You may have animations that look similar in name, so you might want to use this time to take inventory and also clean out duplicate animations.
First though, you should probably list out a map of the animations you’re going to
...
work with. It's best to do this in something like Excel or Google Sheets. At a minimum, you will want the below NWNEE animations and they need to be mapped. Read on up Animations very carefully for these.
| ca1slashl |
| ca1slashr |
| ca1stab |
| cappear |
| ccastout |
| ccastoutlp |
| ccloseh |
| cclosel |
| cconjure1 |
| ccwalkb |
| ccwalkf |
| ccwalkl |
| ccwalkr |
| cdamagel |
| cdamager |
| cdamages |
| cdead |
| cdisappear |
| cdodgelr |
| cdodges |
| cgustandb |
| ckdbck |
| ckdbckdie |
| ckdbckps |
| cparryl |
| cparryr |
| cpause1 |
| creach |
| creadyl |
| creadyr |
| crun |
| ctaunt |
| cwalk |
Finally, review all of your GR2 files that you will want to import. You should prepare to make a sheet with each animation, and, as you import them, record the location you placed them in the time line. Below is an example of one way of recording the wyvern animations.
| Begin | End | |
| c_wyvern_idlefidget | 1 | 191 |
| c_wyvern_run | 200 | 220 |
| c_wyvern_runL | 230 | 250 |
| c_wyvern_runR | 260 | 280 |
| c_wyvern_UNA_1attack01 | 290 | 335 |
| c_wyvern_UNA_1attack02 | 340 | 385 |
| c_wyvern_UNA_damage01 | 390 | 400 |
| c_wyvern_UNA_death01 | 410 | 486 |
| c_wyvern_UNA_death02 | 490 | 560 |
| c_wyvern_UNA_dodge | 570 | 620 |
| c_wyvern_UNA_idleM | 630 | 870 |
| c_wyvern_UNA_knockdownB | 880 | 920 |
| c_wyvern_UNA_proneB | 930 | 970 |
| c_wyvern_UNA_standupB | 980 | 1030 |
| c_wyvern_UNA_taunt | 1040 | 1100 |
| c_wyvern_UNA_walk | 1110 | 1160 |
- Once this is done, to get the animations off the animated skeletons you import and onto the one attached to the creature mesh, simply select the skeleton, select it’s animations, and copy in the usual fashion. You can now left click the skeleton attached to the creature, put the timeline cursor bar wherever you want the animation to turn up on the animation timeline, and paste in the usual fashion. Voila. You’ve got the imported animation off it’s imported skeleton and onto the creature one.
...