Mocap Animations is a set of 19 new emotes and NPC animations added to the a_ba_non_combat model. It's meant as a modder's resource to add additional immersion to their persistent world or module.
Included in the archive is a sample module to quickly display the animation, and hak pack that contains the model.
The module itself is just one area, with one script for the player OnChat event to help display the animations included.
Attachment | Size |
---|---|
Demo module and Hak file (239) | 1.83 MB |
Oh wow! Looks like a mighty endeavor here. Don't know the first thing about animation, but I sure can appreciate good stuff when I see it! Thanks for your contribution and hard work. :)
I've been following your progress on Discord, and want to say thanks for sharing this, and for helping expand the game. Thanks!
JFK
Well met.
Neat stuff. @bow in thanks.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
Giving this a 10 because these are amazing!
I did want to point out a couple things though:
1] versions of the fainted and cross-arms emotes set up to "loop" would be great. Not sure if I can accomplish that with scripts, but vanilla have them seperate.
2] The "take a knee" animation has a floating foot, see here:
Thanks for the great work!
- May
When I tested that one it was on angled terrain - I'll see if I can adjust the animation and update the hak file
That'd be great!
I've corrected the leg position of the 'take_knee' animation and added a 'kneeling' animation that is just a loop of the kneeling position.
I'll see about looping animations for the faint and arms crossing ones next.
For others implementing this that want to have the lead in play exactly once, this isn't drop in code but it should help:
Don't know if this is fixable, but I notice the wall_lean emote doesn't quite end up against the wall. I suppose it's difficult to ensure it will be in all cases, but its sticking out a bit on the vanilla tilesets.
In the most recent update the wall_lean pose has been moved closer to the wall surface to work better with more tilesets.
Looping idles now added for the faint and crossarms animations in the most recent edit.
Great job!
I will definitely be adding this on my pw
Very cool! Years ago, I meddled with all kinds of crazy mocap sources but between combining bones, cleaning the animations, and scaling the animations it was just too much to deal with- especially with different phenotypes. I hope you keep at it and bring even more animations in. These anims came out lovely!
Just great. I love the dance!
Shameless request : (If you find some time ...)
There is still no drummer anywhere. Some people already abused the piano player (the old version) as drummer :-)
A hurdy gurdy player would make my day (for the next two weeks at least). I already made the gurdy, but animations are far beyond my payment class.
Just a suggestion, if you are good with animations, what NWN lacks is set of combat oriented animations that could be used for special feats. Like smashing ground with jump etc.
Well, this is great.
If you're interested, I started a discussion about how we can use the new custom slots with these animations.
P.S. My "don't ask, don't get" would be a digging animation, with the CEP 2.x spade equipped.
Is that feasible?
It is, I'm just not there yet. The models have contact points for items, but I'm not practiced at manipulating them.
This was a release of what I do have working so far - I'd like to get into integrating items/props for the next one.
after converting these to work w/1.69, i ran them through some tests. coincidentally nwn made it rain on my test field as i was running them. calling up the 'danceloop' animation, i had to laugh - i was no longer seeing my clever little hobbit, but rather a modern-day version of gene kelley singing in the rain ! lol
brilliant work! 10/10
Nice to see someone found the animation I didn't put in the list. Glad you liked it.
If only people would make stuff like that for nwn2 too... That game is lacking immensely on that matter.
Apparently it works with a different skeleton format. I'm focused on importing more animation for NWN:EE, and will be adding more as I learn about the engine and format.
I know. Alas, the mdb format is already something not very popular (i think it's used only for nwn2 in fact) and plugins are not recent too, so i know it's more and more unlikely. Too bad.
imcredible work, thanks
Sweet!
For the record, this is now in use on Time of Unparalleled Darkness, on it's Test world. It will go live with the 0.1.23 release. Attribution is given both in the module ooc area, and here: https://forums.toud.pw/viewtopic.php?t=30
I will be updating my @emote release to include a version that has these (with this download as a prerequisite) in the near future.
Outstanding - glad they were of use to you.
Very well done!