...
Go to your mesh object and name the material file name / texture. We'll make the texture later.
(to do)
enter the nwn animations and map them
put in the animation steps, hit, foot, fall, etc
extra anims/death animations
special rules for poses
Tediously map your animations and add events
Again you should refer back to your notes that you've been taking and map out how you want the NWN2 animations to line up with the NWN1 animations. Generally you'll have something for everything, but you'll have some choices to make. Review your animations that you've imported and decide what is best for each NWN animation type. When you map the NWN2 animation and later create the NWN animation with start and stop times, refer back to the table you made above listing which frames are for when. Below is an example mapping of a wyvern, as well as the events you should add to for each NWN animation. You may want to add more events, such as more footsteps, but the below should be considered the minimum. Refer back to your timeline to figure out which frame timings will work best for each event.
| NWN Animation | Event1 | Event2 | NWN2 Animation |
| ca1slashl | hit | c_wyvern_UNA_1attack02 | |
| ca1slashr | hit | c_wyvern_UNA_1attack02 | |
| ca1stab | hit | c_wyvern_UNA_1attack01 | |
| cappear | c_wyvern_UNA_idleM | ||
| ccastout | cast | c_wyvern_UNA_idleM | |
| ccastoutlp | c_wyvern_UNA_idleM | ||
| ccloseh | hit | c_wyvern_UNA_1attack02 | |
| cclosel | hit | c_wyvern_UNA_1attack02 | |
| cconjure1 | c_wyvern_UNA_idleM | ||
| ccwalkb | snd_footstep | snd_footstep | c_wyvern_UNA_walk |
| ccwalkf | snd_footstep | snd_footstep | c_wyvern_UNA_walk |
| ccwalkl | snd_footstep | snd_footstep | c_wyvern_runL |
| ccwalkr | snd_footstep | snd_footstep | c_wyvern_runR |
| cdamagel | c_wyvern_UNA_damage01 | ||
| cdamager | c_wyvern_UNA_damage01 | ||
| cdamages | c_wyvern_UNA_damage01 | ||
| cdead | c_wyvern_UNA_proneB | ||
| cdisappear | c_wyvern_UNA_idleM | ||
| cdodgelr | snd_footstep | c_wyvern_UNA_dodge | |
| cdodges | snd_footstep | c_wyvern_UNA_dodge | |
| cgustandb | c_wyvern_UNA_standupB | ||
| ckdbck | snd_hitground | c_wyvern_UNA_knockdownB | |
| ckdbckdie | c_wyvern_UNA_proneB | ||
| ckdbckps | c_wyvern_UNA_proneB | ||
| cparryl | c_wyvern_UNA_dodge | ||
| cparryr | c_wyvern_UNA_dodge | ||
| cpause1 | c_wyvern_idlefidget | ||
| creach | hit | c_wyvern_UNA_1attack01 | |
| creadyl | c_wyvern_UNA_idleM | ||
| creadyr | c_wyvern_UNA_idleM | ||
| crun | snd_footstep | snd_footstep | c_wyvern_run |
| ctaunt | c_wyvern_UNA_taunt | ||
| cwalk | snd_footstep | snd_footstep | c_wyvern_UNA_walk |
TIPS:
- ccastout: NWN2 doesn't often have a casting animation. In NWN1, the casting animation is 30 frames. As a default, you can use the idle animation for the NWN ccastout animation. The game will expect 30 frames here, so clip the end time of ccastout to be T+30, not the last frame of the animation. If you just use the default times, the game will speed up the idle animation and compress it and you will get a janky look.
- cdead: Just use the first frame of the prone animation as both start and end, so it is looping off that. So if the prone animation runs from 930-970, your start and stop will be 930 both.
- ckdbckdie: Just use the first frame of the prone animation as both start and end, so it is looping off that. So if the prone animation runs from 930-970, your start and stop will be 930 both.
TOOLSET TIP:
- Go through your time line and find the first frame of your idle animation. Copy that frame and paste it at frame zero of the timeline. It will make the toolset render better with bounding boxes and preview panes.
MORE ANIMATIONS THAN YOU USE TIP:
- You'll notice that you didn't use your death animations from NWN2 at all. There are almost always two. Keep them and add the following custom animations. Add some snd_hitground events too.
| xdeath1act | c_wyvern_death01 | start and stop times for the death animation |
| xdeath1lp | c_wyvern_death01 | start and stop times to be the last frame of the death animation |
| xdeath2act | c_wyvern_death02 | start and stop times for the death animation |
| xdeath2lp | c_wyvern_death02 | start and stop times to be the last frame of the death animation |
In version .35 of NWNEE and higher, you can call these and have custom death animations using the following commands per animation:
ReplaceObjectAnimation(OBJECT_SELF, "ckdbck", "xdeath1act");
ReplaceObjectAnimation(OBJECT_SELF, "ckdbckdie", "xdeath1lp");
DONE FOR NOW - YOUR MODEL SHOULD BE READY FOR EXPORT. MORE LATER ON TEXTURES, BUT THAT'S ALL THATS REALLY LEFT....copy the first idle frame to 0 on timeline so the toolset works better