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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.  Ultimately, its probably most efficient to make a vlookup to your begin end times.

NWN AnimationEvent1Event2NWN2 AnimationVlookup BeginVlookup End
ca1slashlhit  
c_wyvern_UNA_1attack02340    385
ca1slashrhit  
c_wyvern_UNA_1attack02340    385
ca1stabhit  
c_wyvern_UNA_1attack01290    335
cappear 

c_wyvern_UNA_idleM630        870
ccastoutcast 
c_wyvern_UNA_idleM630        870
ccastoutlp

c_wyvern_UNA_idleM630    870
cclosehhit  
c_wyvern_UNA_1attack02340    385
ccloselhit  
c_wyvern_UNA_1attack02340    385
cconjure1

c_wyvern_UNA_idleM630    870
ccwalkbsnd_footstep snd_footstep c_wyvern_UNA_walk1110    1160
ccwalkfsnd_footstep snd_footstep c_wyvern_UNA_walk1110    1160
ccwalklsnd_footstep snd_footstep c_wyvern_runL230    250
ccwalkrsnd_footstep snd_footstep c_wyvern_runR260    280
cdamagel

c_wyvern_UNA_damage01390    400
cdamager

c_wyvern_UNA_damage01390    400
cdamages

c_wyvern_UNA_damage01390    400
cdead * see tipscdead 

c_wyvern_UNA_proneB930970
cdisappear 

c_wyvern_UNA_idleM630870
cdodgelrsnd_footstep 
c_wyvern_UNA_dodge570    620
cdodgessnd_footstep 
c_wyvern_UNA_dodge570    620
cgustandb

c_wyvern_UNA_standupB980    1030
ckdbcksnd_hitground  
c_wyvern_UNA_knockdownB880    920
ckdbckdie* see tips

c_wyvern_UNA_proneB_UNA_proneB930    970
ckdbckps

c_wyvern_UNA_proneB930    970
cparryl

c_wyvern_UNA_dodge570620
cparryr

c_wyvern_UNA_dodge570620
cpause1

c_wyvern_idlefidget_UNA_idleM630870
creachhit  
c_wyvern_UNA_1attack01290335
creadyl

c_wyvern_UNA_idleM630870
creadyr

c_wyvern_UNA_idleM630870
crunsnd_footstep snd_footstep c_wyvern_run200    220
ctaunt

c_wyvern_UNA_taunt1040    1100
cwalksnd_footstep snd_footstep c_wyvern_UNA_walk1110    1160


TIPS:

  • ccastout: NWN2 doesn't often have a casting animation for creatures.  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.

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