...
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.
...
- 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 |