Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

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 up 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 might look.



BeginEnd
c_wyvern_idlefidget1191
c_wyvern_run200220
c_wyvern_runL230250
c_wyvern_runR260280
c_wyvern_UNA_1attack01290335
c_wyvern_UNA_1attack02340385
c_wyvern_UNA_damage01390400
c_wyvern_UNA_death01410486
c_wyvern_UNA_death02490560
c_wyvern_UNA_dodge570620
c_wyvern_UNA_idleM630870
c_wyvern_UNA_knockdownB880920
c_wyvern_UNA_proneB930970
c_wyvern_UNA_standupB9801030
c_wyvern_UNA_taunt10401100
c_wyvern_UNA_walk11101160







  • 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.

...