You are here

Animating Helm or Hair?

6 posts / 0 new
Last post
rjshae
Animating Helm or Hair?

The helm and hair models include a skeleton name that matches the model for which it is fitted. Do you know if it is possible to clone the skeleton, change the helm/hair skeleton to match, then give it an idle animation? (For example, a helm with a rotating part on top.) Or will it no longer work with the creature model?

  • up
    50%
  • down
    50%
krighaur

There is no verification of true type of model in NWN 2. For example you can save a hair model like it was an helm and use it as an helm.

I wonder if you may use a cloak to do what you wish. The cloak has it's own skeleton, so perhaps you could build your helm with its rotating part, and make a cloak mdb from it.

I don't know if it's really doable, but I see that as a way to lure the NWN 2 engine.

 

 

 


  • up
    100%
  • down
    0%
kamal

Beanie hat!

 

  • up
    100%
  • down
    0%
rjshae

I wonder if you may use a cloak to do what you wish. The cloak has it's own skeleton, so perhaps you could build your helm with its rotating part, and make a cloak mdb from it.

Interesting idea. I guess it would depend on the attachment point it uses.

 

  • up
    50%
  • down
    50%
rjshae

I investigated the use of the cloak model approach, but it appears that the animation is embedded with the main skeleton models. It appears then that I can't introduce an independent animation to an equipable model.

  • up
    50%
  • down
    50%
4760

Right. If you want a moving part on the helm, you'll need to redo all the creature's animations with either an extra bone (for the rotating part) or use an existing bone and change its animations set.

By the way, that's what stopped me with the medusa project. I'll give it a try with FreshLook's tool though.

  • up
    50%
  • down
    50%