Title | Additional Animations |
Author | Vaéi |
Submitted / Updated | 08-21-2005 / 01-02-2006 |
Category | Other |
Expansions | Requires Both Expansions (SoU & HotU) |
Description | |
Overview This hakpak provides 10 additional animations for humanoid characters (both PCs & NPCs; all races and phenotypes). You can access them simply through radial feats, or other scripted methods. They should not conflict with any existing content, and both hakpak and override versions are available - see readme for more details. ---------- Bread-and-Butter This package introduces these new animations: * Onward! - points forward with weapon * Deep in Thought - the classic pensive pose * Headache for me... - clasps head; good for cowering too! * I'm crossed! - folds arms across chest * Jumping - execute a broad, horizontal jump. The feat actually moves your character through the corresponding distance. * Come Hither, Follow Me. - gestures to companions to follow. * Crouching Tiger - an alert crouching stance. * Uh-oh. - Adventuring gone bad. Or is it adventurer gone bad? Getting high-strung, in any case. * Grokko Smash! - the name is pretty descriptive. * Sleeping on the Side - zzZ ---------- Credits This package would not be here without a lot of help, support, and encouragements. First and foremost, I’d like to thank Ragnarok_mr4 (of Alternative Combat Animations fame) and Guxeus (NIC) for much needed help in getting started with animations; Joco for providing a great tool in NwMax, without which many custom content would not have been created at first place – this being one of them. Heartfelt thanks to Alosynth and Coruva for testing, constructive feedback, and always being positive… and often just being there. Alo also helped in the scripting, particularly the jump one. I also enjoyed the discussion, feedback, and companionship of the Greyhawk Advenures Team – in particular Deva Winblood and Qlippoth. Keeping me on task is a good thing, and now that my not-so-little task's finished, I look forward to working with the team. UOAbigail and Sully (that’s Lord Sullivan of the Maztica team) helped brainstorm a list of animations, early discussions, and feedbacks. Thanks also to the folks I’ve polled here and there as well for ideas and suggestions – yes, I’m the one who asks about your opinion on what would be nice new animations to add =) ---------- Please read the Readme - it contains installation instructions, and little tidbits for builders/scripters/players alike. If this adds something to your game, please spread the news through word-of-mouth or vote (it helps visibility) - so others can enjoy it too! As usual, feedback and comments are welcomed, and I'll try to see what can be done about it. ---------- 21 August 2005. I've uploaded a (crummy) movie showcasing some of the animations included in the package, so you can see what you'll get before deciding on downloading it or not. It can be found here. 24 August 2005. Uploaded a Barebone Edition. It contains only the animations without any references to the pseudo-feats: this would suit you if you're integrating the animations through other interfaces (e.g., in-house emote wands, or widgets/scripts in the CompanionSet). While devising the support scripts, I strongly recommend you to have a look at the scripts in the original package: the animations are best played at certain speeds and durations, and you can find these optimized parameters in vaei_inc_anim. If the animation is initiated from a conversation, the wrapper in the include file is not necessary. 27 August 2005. Updated the ACP/CEP Package - it now includes an ACP patch vaei_aa_acpptch.hak to make the two packages seamlessly compatible. Simply add the new hak to your module, placing higher than the ACP stack. Thanks to USAGreco66kg for pointing out the need. I've also submitted a starter module that has ACP (with heads/robes), CEP (1.52), additional animations, and DMFI (1.07) fully integrated. An updated readme is in the works as well. 8 Sept 2005: Patched the monk feats in both ACP and 1.0 editions. Thanks to Stefano_Falcao for pointing it out. |
Title | Additional Animations: Demonstration. |
Author | Vaéi |
Submitted / Updated | 08-21-2005 / 08-21-2005 |
Category | Demo |
Movie Format | Avi |
Description | |
Some short sequences showcasing my Additional Animations available for Neverwinter Nights, which you can also download here on the Vault. |
Attachment | Size |
---|---|
Additional Animations (ACP Version) - Main Files (765) | 1.21 MB |
Additional Animations (Override Version) - Override Files (0) | 443.68 KB |
Additional Animations (Standard Version) - Main Files (632) | 533.79 KB |
Additional Animations (Barebones Version) - Main Files (466) | 568.03 KB |
Additional Animations (1.69 Update) - Main Files (713) | 693.83 KB |
Additional Animations (Movie) - .AVI Video (541) | 2.31 MB |
Highly recommended.
Hey Proleric....I have these animations working with my ACP...really well...but the C.R.A.P. animations I can't seem to get it to work with these...i isolated the problem...it is the: "a_ba_non_combat.mdl" file. Do you have this model with the CRAP models working in it?
I like the idea and can think of a few uses. My biggest thing is getting the jump annimation to work from an item allowing a player to jump streams or pits or whatever. Any ideas on getting that to work?
I got it working from an item. Problem is when the player is moved to new location it jumps them ahead and then moves them back. Any thoughts?
The problem is that animation doesn't actually change the player's location - it just makes the toon appear to move.
Maybe run the animation for exactly the time taken to reach the forward position, then ActionJumpToLocation to that precise spot?
It's bound to be a bit clunky - at best, the player might appear to jump, land, and instantly become upright.
At worst, the reverse animation might play at the new position. You could cover that up with a cutscene invisibility effect, so the player jumps, vanishes for an instant, then appears upright.
The C.R.A.P. rope scripts in CEP do something like that (with different animations) for climbing into and out of a hole.
The Custom Content Guide explains how animations can have a beginning, middle and end. If the "jump back" is coded as the end segment, you might be able to cut it out of the model with a text editor.
Either way, hours of fun...
P.S. In Dark Energy I use the long jump animation to make an NPC escape by jumping out of a window. In that case, ActionJumpToLocation takes them to another area before the reverse plays, so I never needed to fine-tune the landing.
I got it working fairly well tweaked some timing issues but all seems good. The annimations are already in the CEP package. I already got the climbing ones sorted pretty good. Thanks again you got me started in the right direction.
I was mistaken the annimations aren't in CEP but the scripts are.
I am trying to get the resting to play the annimation. Do you have any ideas?