Zaela |
06-22-2016 02:03 AM |
Quote:
Originally Posted by Zheta
(Post 2304290)
Any fix for the super slow Gnome sitting animation?
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Maybe I'll find some time and put together a tool to muck with and/or swap out animations for arbitrary models... bit busy lately though.
Although, do gnomes have a unique sitting animation? Worth noting that classic player race models share a lot of their animations. There's really only four complete sets of animations -- Wood Elf male, Wood Elf female, Ogre female, and Iksar male. Other races might have one or two unique animations of their own, but they all fall back to one of the four main sets. I do see that gnomes have one unique animation, L03... I think that might in fact be for sit/stand (standing is just sitting in reverse), now that I think of it.
Quote:
Originally Posted by Muggens
(Post 2304895)
Is it possible to make characters with Safefall training Not to go into the flopping dive animation when jumping off high places? Maybe instead just keep the encrouched jump animation for a longer time?
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Would need to inject custom code into whatever client routine triggers that animation during falling; it could theoretically be done, but it's outside of my purview and probably not worth the effort for the devs... Swapping out the falling animation for another animation entirely, for everyone in all situations would be doable with simple datafile edits, but making it hold the crouching position rather than playing the crouch animation over and over probably wouldn't be doable since some extra state-changing stuff would be needed there, which again would need injected code.
Quote:
Originally Posted by Muggens
(Post 2304895)
Is it possible to make miniturized and slicker feet for halfling hobbits, making em even hotter?
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Could be done. Probably would need to export the model data from EQ's custom format into something a 3D modelling tool like Blender understands, tweak it, and then import it back into EQ's custom format. EQ's model format is pretty well understood now, so it would be reasonable easy to make a tool to do that. I'm no 3D modeling person, though...
Alternatively it might be easier to find the vertices at the end of the feet in the EQ model data and tweak some numbers to make them closer to the body and whatnot. Would take little coding, but lot of tedious trial-and-error to find the vertices and good numbers for them, though.
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