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know of a fix for 1.69 walk/run custom animations?
Posted: Mon Dec 01, 2008 8:52 am
by Chemical-Burn
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?
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Mon Dec 01, 2008 12:14 pm
by MadK@
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Fri Dec 05, 2008 11:42 pm
by Chemical-Burn
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.
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Sat Dec 06, 2008 1:28 am
by Gorgon
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

Re: know of a fix for 1.69 walk/run custom animations?
Posted: Sat Dec 06, 2008 4:47 pm
by Horred the Plague
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.
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Sat Dec 06, 2008 5:25 pm
by MadK@
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.

You rock Horred!
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Sat Dec 06, 2008 5:54 pm
by Nighthawk4
What is wrong with the animation?
You mean apart from looking as if they just crapped their pants?

Re: know of a fix for 1.69 walk/run custom animations?
Posted: Sat Dec 06, 2008 5:55 pm
by Darkfire
Just be thankful they don't run like the Paladins did in Diablo II.
Re: know of a fix for 1.69 walk/run custom animations?
Posted: Thu Dec 11, 2008 9:04 am
by Chemical-Burn
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

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.

Stand still

Walking