Hark! Yonder hills are verily animated by the sound of music!
Gone are the days when you had to settle for a single placable pianist or harpist!
Make way for phenotype-based performances of a distinctly musical nature!
Within this package, you will find:
Apart from the piano, harp and lute, I only found a bell, a gong and some drums in CEP. Does anyone really use a bell to make music? The gong can be used with available animations, same as the drum to some extent. I had to make my own incredibly simplistic flute.
Gods and Goddesses of modeling and texturing! I beseech thee! Grant me new instruments so that I may animate them for Your glory! (A proper flute wouldn't hurt either.)
Edit:
Demo module included, of course.
Edit2:
My prayers have been retroactively answered by Lisa. Hallowed be her name! Her holdables pack is a treasure trove of instruments.
Prepare your auditory senses for the upcoming release, containing guitar, violin, pipes, trambouline, lyre and trumpet!
Still looking for a proper flute model. And of course the offer to animate further instruments is still open!
Edit3:
Version two now includes guitar-playing action. Annoying issue with pianists' and harpists' necks being crushed has been fixed.
Further instruments are in the works.
Edit4:
In version three, tambourine is added as custom animation 4. Phenotpye103 is now only linked to karpad_music, opening the way to one day extending musical abilities to all races.
Edit5:
All planned instruments have been implemented (for humans and helves):
custom anim1: lute
custom anim2: flute
custom anim3: guitar
custom anim4: tambourine
custom anim5: violin
custom anim6: lyre
custom anim7: pipe
custom anim8: trumpet
The instruments don't always line up perfectly. After many tries it seems there is nothing that can be done about that.
Other races are not included due to temporary high levels of glitching. It is only a matter of time, however.
Edit6:
Version 5 now uses visual effects to put instruments in place. All standard races are now included.
Issues:
Males get their necks crushed by the immense power of music. Will fix later.
Violins are fickle and will be put in the right place on stationary creatures but of course not on a testing player. Makes me question the wisdom behind switching to visual effects, to be honest. Perhaps I'll create an all-race version with my original method at some point.
Edit7:
I forgot to mention that many instruments are from the Community VFX Project. I still can't create models.
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I've been waiting years to see more of these. Thanks a bunch!
Bard powers... activate!
Glad you like it.
I tried to make the movements believable.
I'm no musician however and an amateur animator at best.
Constructive feedback is therefore welcome.
Is this an extension of Tom Banjo's animations and musical VFX or is it an entirely different animation/phenotype?
Also you may be interested to know (or alredy know) that Rolo had also extended the VFX to other instruments, and all of that is in project Q.
The animations are my own original work. The instruments are not (save for the flute).
Thanks for letting me know about the VFX stuff. I'll check it out.
Perhaps it is a good way to solve some of the issues I'm facing.
Excellent work. Easy to implement, too.
At the time of writing, only this pack has violin, trumpet, flute, tambourine, lyre, pipes, plus dynamic models for piano and harp (so essential for the noble house which requires all minstrels to wear the same livery).
The Community VFX Project (and Project Q) has versions of banjo, lute and guitar, which are also great.
Unfortunately this only works for female phenotypes. Since the animations uses the female phenotype, the male arms and head retracts into the torso. Would love to see male animations since it looks good on females!
I started working to fix the male model animations for our pw, I also intend to add other animations for instruments, for now I have made the bongo. When I have finished and thoroughly tested by us, I will release these.
Unfortunately, this modification does not work on EE version of the game.
@victorixxx Actually, they do work in EE if you set the phenotype in the toolset. You can see working examples in my Dark Energy module's Folly Island Palace area.
What EE has broken is the SetPhenotype function. I reported this to Beamdog at the time, but heard no more.
Hi Proleric,
I just came across this very cool vault entry, but it does not work. I downloaded the module. I can manage to get the PC to grab the instruments but no animation of them playing works. Is there a command one has to use to make them play?
For a PC, you'd have to use SetPhenoType. As mentioned in my previous post, last time I looked at this, SetPhenoType() was bugged in EE. So, if that's still true, for a PC you'd have to use 1.69 I guess.
The animations do work for NPCs if the phenotype is selected in the toolset.
Ah bummer. I use NWN:EE :(
Anyway to make this NWN:EE workable?
Oh and thanks for your quick reply :)
I checked back here, but was not notified of your reply. How do I set my settings so on the vault I can see replies to my comments?