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Add the below nodes and parent them to the rootrelevant special node (TO DO ENTER THOSE).

  • handconjure = ap_hand_right or ap_forehead or ap_mouth
  • headconjure = ap_forehead
  • impact = ap_torso
  • lforearm = 
  • lhand = ap_hand_left
  • rhand = ap_hand_right 

Place them where appropriate relative to the mesh.

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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 AnimationNWN 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
cclosehcclosehhit  
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_proneB930    970
ckdbckps

c_wyvern_UNA_proneB930    970
cparryl

c_wyvern_UNA_dodge570620
cparryr

c_wyvern_UNA_dodge570620
cpause1

c_wyvern_idlefidgetUNA_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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  • use "una" for unarmed set
  • make diff model for diff animation types (2hs, 1hs, etc)add weapon model and follow this to attach armature https://www.youtube.com/watch?v=g81mqJhBZ7I
  • 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 and cast event, then take about 5 frames after and copy paste/reverse them so you create a seamless loop (copy paste on dope sheet, press S and the "-1" to reverse); make the end of your loop matches the start or you will hitch; this will be at a really shakey speed, so then on the same seamless loop scale it slower by pressing "S" and then "4'.

c_x_gen_cast