I found a nice yeti, which bases on the Hill Giant model. Just a reskin I guess. Per Default, it holds his right arm as it would carry a club over his shoulder. But it has no club in his hand. So it looks just as it would do a call home with a handy (but there is no handy ā¦)
Or in other words: It looks rather stupid and I would like to change that. I already tried to change the supermodel to something else (Frost giant, Human (a_fa)), but this doesnāt work, the hill giant model didnāt accept any other supermodel so far.
Is there an easy way to change the animation without reprogramming it completely new?
āYes Mum, Iāll just kill those two adventureres, then Iāll come homeā
Right, that would be a solution, if I want to equip the creature. But I donāt want. Wooden clubs are rare in the ice waste and too expensive.It shall use itās claws.
And Iām curious if something could be done with the models.
You need to change all the mesh names in the yeti model to match the mesh names in whatever supermodel you are changing it to - e.g., hillgiant_head to frostgiant_head.
Even after youāve done all that there will still probably be serious animation issues that need manual adjustment in a program like 3DS or Blender.
If you can wait just a couple of days I might be able to help with this, but I am really busy because of whats going on in world right now. I will PM you on the vault and you can send me the textures and the model and Iāll can see what I can do for you.
Hello Cervantes and Pstemarie.
Thanks for answering. @Cervantes: I sent you a PM. @Pstemarie: Iāll have a look into that. At last I can learn something, even if it fails.
I finally had a few minutes to work on the Yeti here are the results for you Mmat. I tied him to the a_ba super animations reposed and scaled the animations. I did not do any in depth testing. Please use the line from my Appearance 2DA there are important entries required for it to work properly. yeti.7z (45.1 KB)
Hello,
for me, ist absolutely perfect. I tested the idle and combat animation and itās good enough. Hmm, I should write a mod where I can test any animation ā¦
There is just one small thing. My yeti has has a stun attack, such as the umberhulk. The ray of this attack is emitted at the pelvis ā¦ But thatās not a big deal, Iāll give the claws some stunning features and drop the umberhulklike ray attack.
No gaze or cone will work very well because the cone VFX is originated from āhandsā. Umber hulk simply has āhandsā on top of his head.
This can be easily modified, however generally the model is fine. If I would change the position of hands, a different spell would show incorrectly, so this is not something I could call a fix rather than personal modification.
I wonder if you could make entries in spells.2da for the yeti special attacks and just change where they originate from in the 2daās ProjSpawnPoint entry to point to whatever dummy node youāre using - assuming it has a projectile
Yes, that would probably be much better solution. One needs to switch the āvar_somethingā value from column CastHandVisual (that refers to cone visual model) with column CastHeadVisual and that should do the trick. Might be troublesome to distinguish this in toolset so, additional texts in TLK are required as spells.2da doesnāt allow āunlocalizedā texts in name of the spell.