...
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.
...
| NWN Animation | Event1 | Event2 | NWN2 Animation | Vlookup Begin | Vlookup End |
| ca1slashl | hit | c_wyvern_UNA_1attack02 | 340 | 385 | |
| ca1slashr | hit | c_wyvern_UNA_1attack02 | 340 | 385 | |
| ca1stab | hit | c_wyvern_UNA_1attack01 | 290 | 335 | |
| cappear | c_wyvern_UNA_idleM | 630 | 870 | ||
| ccastout | cast | c_wyvern_UNA_idleM | 630 | 870 | |
| ccastoutlp | c_wyvern_UNA_idleM | 630 | 870 | ||
| ccloseh | hit | c_wyvern_UNA_1attack02 | 340 | 385 | |
| cclosel | hit | c_wyvern_UNA_1attack02 | 340 | 385 | |
| cconjure1 | c_wyvern_UNA_idleM | 630 | 870 | ||
| ccwalkb | snd_footstep | snd_footstep | c_wyvern_UNA_walk | 1110 | 1160 |
| ccwalkf | snd_footstep | snd_footstep | c_wyvern_UNA_walk | 1110 | 1160 |
| ccwalkl | snd_footstep | snd_footstep | c_wyvern_runL | 230 | 250 |
| ccwalkr | snd_footstep | snd_footstep | c_wyvern_runR | 260 | 280 |
| cdamagel | c_wyvern_UNA_damage01 | 390 | 400 | ||
| cdamager | c_wyvern_UNA_damage01 | 390 | 400 | ||
| cdamages | c_wyvern_UNA_damage01 | 390 | 400 | ||
| cdead * see tips | c_wyvern_UNA_proneB | 930 | 970 | ||
| cdisappear | c_wyvern_UNA_idleM | 630 | 870 | ||
| cdodgelr | snd_footstep | c_wyvern_UNA_dodge | 570 | 620 | |
| cdodges | snd_footstep | c_wyvern_UNA_dodge | 570 | 620 | |
| cgustandb | c_wyvern_UNA_standupB | 980 | 1030 | ||
| ckdbck | snd_hitground | c_wyvern_UNA_knockdownB | 880 | 920 | |
| ckdbckdie * see tips | c_wyvern_UNA_proneB | 930 | 970 | ||
| ckdbckps | c_wyvern_UNA_proneB | 930 | 970 | ||
| cparryl | c_wyvern_UNA_dodge | 570 | 620 | ||
| cparryr | c_wyvern_UNA_dodge | 570 | 620 | ||
| cpause1 | c_wyvern_UNA_idleM | 630 | 870 | ||
| creach | hit | c_wyvern_UNA_1attack01 | 290 | 335 | |
| creadyl | c_wyvern_UNA_idleM | 630 | 870 | ||
| creadyr | c_wyvern_UNA_idleM | 630 | 870 | ||
| crun | snd_footstep | snd_footstep | c_wyvern_run | 200 | 220 |
| ctaunt | c_wyvern_UNA_taunt | 1040 | 1100 | ||
| cwalk | snd_footstep | snd_footstep | c_wyvern_UNA_walk | 1110 | 1160 |
...
- 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 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 |