Fable: The Lost Chapters Mod Scene
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Re: Summoner Mod (a halfway decent one for once) [message #65206 is a reply to message #65205] Sun, 06 November 2011 21:01 Go to previous messageGo to previous message
Memnoch is currently offline  Memnoch
Messages: 2
Registered: October 2011
The animations are screwed even in Shadownet's mesh preview. I'll use the trick of drag-and-dropping the block and charge animations into the mesh preview of SUMMONER_01 and SUMMONER_02, and both do the same thing. I'm not sure how that preview works, but I'm pretty sure that if every single other animation works, that three that are messy might just be glitches on their parts. I don't know, maybe it uses the bones of the hero in that preview, but trying to use a hero anim on a summoner mesh and visa versa just makes me laugh.

ANIM_CREATURE_SUMMONER_CHARGE
ANIM_CREATURE_SUMMONER_BLOCK_IDLE
ANIM_CREATURE_SUMMONER_BLOCK_RECOIL_RIGHT
ANIM_CREATURE_SUMMONER_DIE_LOOP

These all have something funny with the preview, and subsequently, with in-game use. Strangely, ANIM_CREATURE_SUMMONER_BLOCK_RECOIL_LEFT looks okay. Makes me wonder why.

As to the mesh being rotated, would that mess up the way it looks while sheathed? Because as it is right now, it looks fine. Also, other weapons (ie-the Iron Longsword given to you by the Guildmaster) aren't held correctly by the summoner, true enough. However, they seem to be attached to something somewhere in the region of the waist, but the Summoner's Sword is held close enough to where the mesh's hand is, even if in a reverse grip. What would this mean as far as what to do with helpers?
 
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