TrinitalMod Posted January 2, 2018 Share Posted January 2, 2018 (edited) @4760: reading the Obsidian Expotron guides I have discovered that attachment points bones (ap_*) don't count to the bone count limit either. Does this free up any bones on the HHM / HHF skeletons? Or are we at max there without dipping into cloaktail skeleton? I'd really really like to have like an additional 2 - 4 bones .. *sigh* Edited January 2, 2018 by TrinitalMod Link to comment Share on other sites More sharing options...
FreshLook Posted January 2, 2018 Author Share Posted January 2, 2018 (edited) @4760: reading the Obsidian Expotron guides I have discovered that attachment points bones (ap_*) don't count to the bone count limit either. Does this free up any bones on the HHM / HHF skeletons? Or are we at max there without dipping into cloaktail skeleton? I'd really really like to have like an additional 2 - 4 bones .. *sigh* P_HHM_skel.GR2 has 54 standard bones: 0: P_HHM_skel 1: LLeg1 2: LLeg2 3: LLegAnkle 4: LLegAnkleDigit011 5: RLeg1 6: RLeg2 7: RLegAnkle 8: RLegAnkleDigit011 9: BHip110: FHip111: LHip112: RHip113: Spine14: LArm0CollarBone15: LArm01016: LArm01117: LArm0218: LArm0Palm19: h_LArm0PalmDigit45120: h_LArm0PalmDigit45221: h_LArm0PalmDigit34122: h_LArm0PalmDigit34223: LArm0PalmDigit23124: LArm0PalmDigit23225: LArm0PalmDigit12126: LArm0PalmDigit12227: LArm0PalmDigit01128: LArm0PalmDigit01229: RArm1CollarBone30: RArm11031: RArm11132: RArm1233: RArm1Palm34: h_RArm1PalmDigit45135: h_RArm1PalmDigit45236: h_RArm1PalmDigit34137: h_RArm1PalmDigit34238: RArm1PalmDigit23139: RArm1PalmDigit23240: RArm1PalmDigit12141: RArm1PalmDigit12242: RArm1PalmDigit01143: RArm1PalmDigit01244: Neck45: Head46: ponytail147: ponytail248: ponytail349: eyeRlid50: eyeLlid51: eyeL52: eyeR53: Ribcage I think P_HHF_skel.GR2 has same bones. Edited January 2, 2018 by FreshLook Link to comment Share on other sites More sharing options...
4760 Posted January 2, 2018 Share Posted January 2, 2018 @4760: reading the Obsidian Expotron guides I have discovered that attachment points bones (ap_*) don't count to the bone count limit either. Does this free up any bones on the HHM / HHF skeletons? Or are we at max there without dipping into cloaktail skeleton? I'd really really like to have like an additional 2 - 4 bones .. *sigh* No, the attachment points are actually "dummies" or "helpers" (in 3ds max object names), and they're converted to bones when imported from the .gr2 file; so you can't reuse an ap_ "bone" to have an additional skinning bone. The only way to use more than 54 bones is to split the full skeleton in two or three limited skeletons, the second and third being defined as tail and wings parts. Well, maybe I'd write a small tutorial on this. Link to comment Share on other sites More sharing options...
rjshae Posted January 2, 2018 Share Posted January 2, 2018 (edited) I have been playing with it I got it working. The proper names for the placeable animations are:plc_du_secret_door_idle.gr2: idle animation. Used also for idle animation when closed.plc_du_secret_door_plc_open.gr2: opening animation.There are more, but I don't know if you are going to need them.X_idle.gr2 is required and the others are optional. Huh. Well that's an odd name for the open animation. I'll give that a try. Thank you. Ed.: It's working now. Thank you for your help. Edited January 4, 2018 by rjshae Link to comment Share on other sites More sharing options...
rjshae Posted January 6, 2018 Share Posted January 6, 2018 I made another attempt at importing the Armoire model PLC_MC_ARMY01 using nwn2mdk-0.4. The files I dragged onto nw2fbx.exe consisted of: PLC_MC_ARMY01.MDB, PLC_MC_ARMY01_01.MDB, PLC_MC_ARMY_01_02.MDB, and PLC_MC_ARMY01_PLC_OPENIDLE.GR2. The model appeared to import okay into blender, but the timeline only had two entries and the doors would not animate -- they were already open. With PLC_MC_ARMY01_IDLE.GR2 instead of PLC_MC_ARMY01_PLC_OPENIDLE.GR2, the model loaded with the doors closed, and still no animation (as I would expect in this case). I tried mixing in the PLC_MC_ARMY01.GR2 file, but it made no difference (other than to add a rig). I must be doing something wrong, I would guess, or these are the correct animations and the game engine does some interpolation/translation between the two modes. Link to comment Share on other sites More sharing options...
FreshLook Posted January 6, 2018 Author Share Posted January 6, 2018 I made another attempt at importing the Armoire model PLC_MC_ARMY01 using nwn2mdk-0.4. The files I dragged onto nw2fbx.exe consisted of: PLC_MC_ARMY01.MDB, PLC_MC_ARMY01_01.MDB, PLC_MC_ARMY_01_02.MDB, and PLC_MC_ARMY01_PLC_OPENIDLE.GR2. The model appeared to import okay into blender, but the timeline only had two entries and the doors would not animate -- they were already open. With PLC_MC_ARMY01_IDLE.GR2 instead of PLC_MC_ARMY01_PLC_OPENIDLE.GR2, the model loaded with the doors closed, and still no animation (as I would expect in this case). I tried mixing in the PLC_MC_ARMY01.GR2 file, but it made no difference (other than to add a rig). I must be doing something wrong, I would guess, or these are the correct animations and the game engine does some interpolation/translation between the two modes. You aren't doing anything wrong. X_PLC_OPENIDLE.GR2 is the idle animation when the placeable is open. The opening animation X_PLC_OPEN.GR2 is optional. NWN2 blends between animations when transitioning from one state to another. Link to comment Share on other sites More sharing options...
rjshae Posted January 6, 2018 Share Posted January 6, 2018 Okay thanks. When I import the .fbx with the armature then, shouldn't the parts be attached to the bones? They don't seem to be. Link to comment Share on other sites More sharing options...
FreshLook Posted January 6, 2018 Author Share Posted January 6, 2018 Okay thanks. When I import the .fbx with the armature then, shouldn't the parts be attached to the bones? They don't seem to be. They don't because of the issue I explained in post #182, last paragraph. Then I had the idea of simplifying working with animated placeables by not needing a skeleton when converting, what at the same time resolves the issue. Do you need the parts attached to the bones for any reason? Link to comment Share on other sites More sharing options...
rjshae Posted January 7, 2018 Share Posted January 7, 2018 (edited) Well I tried my cabinet model without the bones, but it didn't animate. I did uncheck all the boxes except Baked Animation on FBX export and I set the Simplify field to zero. I then tried splitting off the doors into separate models and merging those into the FBX, but the resulting model didn't show up with any doors. So I was going to try the skeleton approach and see if that would work. First though, I was checking why the Armoire didn't work. https://www.dropbox.com/s/waxxg8f4qgaby5s/plc_md_cabinet05.7z?dl=0 Edited January 7, 2018 by rjshae Link to comment Share on other sites More sharing options...
FreshLook Posted January 7, 2018 Author Share Posted January 7, 2018 Well I tried my cabinet model without the bones, but it didn't animate. I did uncheck all the boxes except Baked Animation on FBX export and I set the Simplify field to zero. I then tried splitting off the doors into separate models and merging those into the FBX, but the resulting model didn't show up with any doors. So I was going to try the skeleton approach and see if that would work. First though, I was checking why the Armoire didn't work. https://www.dropbox.com/s/waxxg8f4qgaby5s/plc_md_cabinet05.7z?dl=0 plc_md_cabinet05 should be the main part and the only child of plc_md_cabinet05.PIVOT. plc_md_cabinet05_01 and plc_md_cabinet05_02 should be the attached parts and children of plc_md_cabinet05. Link to comment Share on other sites More sharing options...
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