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Add the below nodes and parent them to the relevant 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 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 tips


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_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

...

  • 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