know of a fix for 1.69 walk/run custom animations?

Moderator: Event DM

Post Reply
Chemical-Burn
Scholar
Posts: 1099
Joined: Mon Jun 07, 2004 11:42 am
Timezone: PST -8
Location: McMinnville, OR GMT-8 (-7)

know of a fix for 1.69 walk/run custom animations?

Post by Chemical-Burn » Mon Dec 01, 2008 8:52 am

So i have been using these for a good while now.

http://nwvault.ign.com/View.php?view=Ha ... il&id=6953

They work great and as others post on that section "once you use them you never go back" but some of the new 1.69 robes have very visible errors with it. The torso is not in sync in movement with the rest of the limbs/head. After some failed searching i have been unable to find anything that is a fix. One fellow made a comment there about having some fix but i tried it and it seemed to have been for some other set of overrides/haks as it didnt help.

Posted by R-Uni at 2008-07-19 20:19:02
Yes, it would be excellent if an update could be made so the animations could work with the 1.69 robes etc...

It was brought up there months ago with nothing changed so maybe are there newer neater animations somewhere and i missed them?
User avatar
MadK@
Legacy DM
Legacy DM
Posts: 5201
Joined: Sat Feb 12, 2005 12:45 pm
Timezone: +8 GMT
DM Avatar: Xenon
Location: Perth Western Australia
Contact:

Re: know of a fix for 1.69 walk/run custom animations?

Post by MadK@ » Mon Dec 01, 2008 12:14 pm

___________
CoEMF CoAWP
Image _ Image
Chemical-Burn
Scholar
Posts: 1099
Joined: Mon Jun 07, 2004 11:42 am
Timezone: PST -8
Location: McMinnville, OR GMT-8 (-7)

Re: know of a fix for 1.69 walk/run custom animations?

Post by Chemical-Burn » Fri Dec 05, 2008 11:42 pm

I dont understand how to use these Madkat. Im worse than a newb at the toolset and that continues with scripts and custom content unless its a drag and drop to the overide. The second link says i can do just that and it will work if there is no custom talk table in the bioware crafting menu. I know copap uses this so i couldnt get it to work on copap but it also didnt work in the regular single player. They were combat animations anyways and my visual error is with walking and running.

The first link was one i had tried before posting but it seems to be for builders and seems to have no effect in the override. The most i could learn was somehow changing a phenotype for the specific robe(s) in question but that is beyond something i know how to do without making a bigger mess. I think its only 2 robes that show up odd so if i knew what to change it seems the easiest.
User avatar
Gorgon
Father of Avlis EE
Posts: 6637
Joined: Fri Oct 17, 2003 10:14 pm
Timezone: PST -8
Location: Vancouver, BC, Canada

Re: know of a fix for 1.69 walk/run custom animations?

Post by Gorgon » Sat Dec 06, 2008 1:28 am

I'm gonna bet you'll see problems using that and horses as well. I had to go back (ahead?) to the default bio movements for the new coats to look right, but missed them so much that I've ditched the coat for the old animations :wink:
"God not only plays dice, he throws them in the corner where you can't see them."
-- Stephen William Hawking (1942-2018) --


Sprucing up ye olde NWN | NWN:EE Wiki | ~Avlis Theme Song~
User avatar
Horred the Plague
Apprentice Scholar
Posts: 500
Joined: Thu Sep 08, 2005 5:21 am

Re: know of a fix for 1.69 walk/run custom animations?

Post by Horred the Plague » Sat Dec 06, 2008 4:47 pm

If somebody could explain to me "precisely" what is wrong with the current anim's, in as much 3d studio max jargon as possible...."maybe, just maybe" I could find time to do something about this over the holiday break. Don't hold me to it, I could end up busy on one of my other projects, but we'll see.

I gotta warn you, though: NWN1 models and thus animations are actually quite "primitive" by today's standards. I've done some importing of NWN1 animations into NWN2 recently, after doing a "pure" NWN2 animation--saw the VAST difference--and even the techniques used in NWN2 are a bit behind now! So you can't expect miracles. (No fingers, only one 'poly' (poly's, not even 'bones'!) in the head, no actual 'skin' on the body, no room for flexing or bulging muscles--to name just a couple things.) I'm not trying to be an elitist or something, by saying this; just being honest. They may have done the best they could, with what tools they had to work with at the time.
Senior Designer, Twin Cities Server
Contractor, Avlis
User avatar
MadK@
Legacy DM
Legacy DM
Posts: 5201
Joined: Sat Feb 12, 2005 12:45 pm
Timezone: +8 GMT
DM Avatar: Xenon
Location: Perth Western Australia
Contact:

Re: know of a fix for 1.69 walk/run custom animations?

Post by MadK@ » Sat Dec 06, 2008 5:25 pm

Horred the Plague wrote:If somebody could explain to me "precisely" what is wrong with the current anim's, in as much 3d studio max jargon as possible...."maybe, just maybe" I could find time to do something about this over the holiday break. Don't hold me to it, I could end up busy on one of my other projects, but we'll see.

I gotta warn you, though: NWN1 models and thus animations are actually quite "primitive" by today's standards. I've done some importing of NWN1 animations into NWN2 recently, after doing a "pure" NWN2 animation--saw the VAST difference--and even the techniques used in NWN2 are a bit behind now! So you can't expect miracles. (No fingers, only one 'poly' (poly's, not even 'bones'!) in the head, no actual 'skin' on the body, no room for flexing or bulging muscles--to name just a couple things.) I'm not trying to be an elitist or something, by saying this; just being honest. They may have done the best they could, with what tools they had to work with at the time.

:rofl: You rock Horred!
___________
CoEMF CoAWP
Image _ Image
User avatar
Nighthawk4
Assist DM
Assist DM
Posts: 25918
Joined: Fri Feb 07, 2003 8:32 pm
Timezone: GMT
DM Avatar: DruEl
Location: The Home of the Bard of Avon
Contact:

Re: know of a fix for 1.69 walk/run custom animations?

Post by Nighthawk4 » Sat Dec 06, 2008 5:54 pm

What is wrong with the animation?

You mean apart from looking as if they just crapped their pants? :lol:
Life is never as bad as you think it is, although that doesn't help at the time.
Orleron wrote:I think it's a fun idea if you can idiot-proof it. Problem is God always builds a better idiot. :P
User avatar
Darkfire
Demigod of Posts
Posts: 16130
Joined: Sat Feb 12, 2005 4:50 pm
Timezone: CST (-5 GMT)
Location: Missouri
Contact:

Re: know of a fix for 1.69 walk/run custom animations?

Post by Darkfire » Sat Dec 06, 2008 5:55 pm

Just be thankful they don't run like the Paladins did in Diablo II.
CoEMF :devil: :feuer:
WrathOG777: This is a roleplaying game. There is no such thing as winning or losing. Only playing.
Player of Dameon Nepirtas, Nel'Cial, and Pickle Mistbreeze
Chemical-Burn
Scholar
Posts: 1099
Joined: Mon Jun 07, 2004 11:42 am
Timezone: PST -8
Location: McMinnville, OR GMT-8 (-7)

Re: know of a fix for 1.69 walk/run custom animations?

Post by Chemical-Burn » Thu Dec 11, 2008 9:04 am

Gorgon wrote:I'm gonna bet you'll see problems using that and horses as well. I had to go back (ahead?) to the default bio movements for the new coats to look right, but missed them so much that I've ditched the coat for the old animations :wink:
Exactly.

Anyways with one or two robe designs the torso moves forward from the rest of the body parts when walking and running. For a quick example its as if the torso out runs the rest of the body. The link to them is in my siggy if you want to copy your override folder over and give them a try. The outfit i most notice is exampled here in visual form with standing still (which is fine) and walking (which is bugged) but it happens on i think at least 3, one being very similar to this design and doesnt show for elves.

Image Stand still

Image Walking
Post Reply