**** THIS IS A PROTOTYPE *****
This is my first endeavor into animations and has taken a year and then some to reach this point. As you can imagine, this has been a learning process with many bumps in the road. I'd like to think that my skill has improved in that time and perhaps this may be apparent in my earlier animations on this model. They were pretty much done in the order listed on the aurorabase, walks and runs being among the first.
I reached a point where I want to correct errors that I have surely missed. Looking for anything not working properly as far as the animations are concerned. Note, that I have taken some liberties in my interpretation of some of the anims but I'll leave those for you to discover. This being an npc, it will not include all animations although I can certainly add to it over time.
This project is in conjunction with my Two Worlds placeables release. The goal is to have a wide variety of citizens/commoners to populate your world doing mundane tasks with new animations.
**new info**
In this prototype you have "2W_NPC_Citizen_01" for your viewing pleasure. So now for the technical info.
In this new iteration, the npc is a semi dynamic model using the letter "U" for race in the appearance2da. All the animations will be divided between 2 supermodels. All the standard anims will be on "ctzn_skel_01" and all the special walks and custom animation slots will be on "ctzn_skel_02". The NPC will be basically 2 part model (the head and chest) that are interchangeable in the toolset via the appearance tab using the built in parts system. In this prototype you have 4 heads and 4 chests available (chest being the whole body excluding head). All the hair, hats and headgear are now using the vfx system aligned with the head impact node and requires a script solution to apply. Special Walks also requires a script solution to function. I have included a very basic lever system to demonstrate these features. Wing node is also available for use with standard items.
Included are 2 items. I intend to make more custom animations using tools. However, as things are now, 2 handed tools are somewhat difficult to implement. Included are various replacement textures for various mdl's but ReplaceObjectTexture is still problematic where mtr is concerned.
This is still very beta and not all materials have all the necesary texture maps. As the shader system matures, there will probably be changes. Recently added a few roughness maps.
For now, all models are uncompiled and textures remain as tga's.
Included is a module originally made by Nereng aptly named the The Animation Lab. Thanks to Jasparre, the module has been updated to EE compatibility to take advantage of new custom slots. It has also been further butchered by me to present the capabilities of my NPC in an easy to see way. I apologize in advance for the unimaginative way in which this plays out. My non existent scripting skills prevent me from making a village scene to showcase the npc in his natural environs doing all sorts of mundane tasks. To test my npc, you can simply log in as a DM and take over my npc standing by the sign. Or you can log in as a player and more properly utilize the modules scripts to test. Be sure to read the signs in the module for further clarifications.
All animations were made using the Character Animation Toolkit (CAT) in 3dsmax. Being a novice I resorted to many techniques to making each animation. From blocking to mocap to just moving everything around until it looked good. No one technique fits all situations. The sources for mocap are Mixamo, CMU, Mocap UTD. I'd also like to thank Milos Cerny and his excellent CATrig tutorials and discord channel.
I will include a separate download of the original module. The module has many features and is a fantastic tool for testing creature models. Please read his "readme" to learn the details and capabilities of his module.
Credit where Credit is due:
Obviously the original creators of Two Worlds, Scanti for making a commandline.exe that converted native format to obj., and Merricksdad for super-tweaking that same program and greatly reducing my workflow. Daz and Jasparre for scripting help. Also the whole discord group for answering many questions. OMB for CleanModels.
Attachment | Size |
---|---|
hak (171) | 17.87 MB |
module (148) | 55.24 KB |
list of animations | 14.94 KB |
original animation lab by Nereng ! (not needed) (143) | 96.36 KB |
Great work! and really needed for nwn. Will try to implement them into my module.
a great protype nonetheless. i feel this is neccesary for neverwinter as a game to move forward, or if anything just show whats its capable of doing. The mouth animations are flawless.
Oh, did I forget to mention that he had working fingers and jaw ? Thank you for mentioning it @Wall3t
Looks very promising.
Opened it just now and had a look....
Good choice of inclusions for the prototype.
A ten for sure !
Excellent work Toro !!!
Excellent work! An amazing demo of what NWN is capable of and a light to lead the way forward!
these models look great, can't wait to see the animations in action, great work
Pretty neat. Although when you play with detailed models such as these, if the others are vanilla it's like a fist in the eye.
By the way, it would be great if you can improve the animations of nwn2 rather than one. I swear, obsidian made such a terrible work with the animations and the navmeshing of that game that even the vanilla ones of nwn1 are better.