...
- use "una" for unarmed set
- make diff model for diff animation types (2hs, 1hs, etc)
- cant do standard attach to bone or child to constraints
- how to: generate the psuedo bones, import your mesh like a sword, parent it to the psuedo bone in the skel object it relates to, eg right hand sword to ap_hand_right
Tip for casting:
Place the two NWN2 animations if present together in the dopesheet timeline, it will be 60 seconds / 2 seconds, which just happens to be the maximum time spell that conjure1 uses in spells 2a, so fits perfect.
| c_x_gen_conjure |
| c_x_gen_conjureloop |
Gen cast maps to to essentially castout anad castoutlp, which has a maximum of 90 frames / 3 seconds in spells.2da. Consider splitting out c_x_gen_cast out so that the first half provides the castout FNF animation, then take a few frames after and copy paste/reverse them (copy paste on dope sheet, press S and the "-" to reverse) until you finish out 90 frames worth of animation.
| c_x_gen_cast |