So have a custom mesh, which I rigged to the NWN2 wyvern skel. The head position doesn’t fit the skel 100%. The result was, that the head reached into the ground, when playing both death anims. Following the advice of @FreshLook (thanks), I was able to adjust these animations, so they now work well with my alternative mesh.
Now the problem is, that the death anim doesn’t work for other models anymore, which also use the wyvern skel… So in the end, I need a new set of anims for my custom mesh.
Is it enough, if I just copy all NWN2-wyvern skels & GR2-s and rename them to fit the name of my c_xyz-model (eg. c_wyvern_skel.GR2 → c_xyz_skel.GR2, c_wyvern_idle.gr2 → c_xyz_idle.gr2, …) AND change the according appearance.2da entries to point to the renamed c_xyz_skel? Or do I actually have to import every animation (and the base skel) and export it again, because there are internal GR2-references, which also need the new naming?
How does NWN2 know, which anims are assigned to a model? If I see it right, then there are models in NWN2, which eg. draw on their special own anims, but also on some of the human anims (eg. hags - IIRC). Is there an according file, which holds the info for the engine on what anim of what GR2 to play on what event?