Creating New Life with the Expotron and Max, Part 4: Attachment Points
This is Part 4 of my tutorial on bringing new creatures to NWN2 using 3DS Max and the Expotron. Part 1 of this series may be found here.
Attachment points on a creature model are dummy objects to which certain non-animating meshes or visual effects can attach themselves to. They are part of a creature’s main skeleton hierarchy (the skeleton that controls the body mesh), although they do not count toward the fifty-four bone limit. These attachment points have standard names that the game engine expects of them. Not all attachment points are present in each creature, although most of them usually are. New creatures should have as many attachment points as necessary in their skeletons as well.
Below is a table listing a number of attachment points, the approximate position of each point, which bone each point typically connects to, and any special usage in the game. Visual effects may be applied to any of the attachment points, so unless there is a particularly noteworthy usage of an attachment point, its entry under Usage will be left blank.
It should be noted that ap_halo and ap_camera never change from their initial position relative to the creature even when the creature moves in the game.
If a creature does not have ap_hand_right, its spells will appear to shoot from the southwest part of the area it is in, which is where the (0,0,0) coordinate position is.
Aside from the position of attachment points, their orientation is important as well. For example, if ap_mouth is oriented incorrectly, breath weapon particles will shoot in the wrong direction. Similarly, weapons attached to ap_hand_right and ap_hand_left will not be held properly if these attachment points are angled wrongly.
In my next blog post, I will show how to make a skeleton complete with attachment points. I will also discuss collision spheres and how to make them. Finally, I will show how to use the Expotron to export all these resources so that the creature can be viewed in the toolset and in the game.
Attachment points on a creature model are dummy objects to which certain non-animating meshes or visual effects can attach themselves to. They are part of a creature’s main skeleton hierarchy (the skeleton that controls the body mesh), although they do not count toward the fifty-four bone limit. These attachment points have standard names that the game engine expects of them. Not all attachment points are present in each creature, although most of them usually are. New creatures should have as many attachment points as necessary in their skeletons as well.
Below is a table listing a number of attachment points, the approximate position of each point, which bone each point typically connects to, and any special usage in the game. Visual effects may be applied to any of the attachment points, so unless there is a particularly noteworthy usage of an attachment point, its entry under Usage will be left blank.
Attachment Point
|
Position
|
Attached Bone
|
Usage
|
ap_halo
|
above the head
|
Head
|
status icon vfx (e.g., berserk icon)
|
ap_forehead
|
front and center of the head at around the hairline
|
Head
|
placement of hair
|
ap_eye_right
|
front of right eye
|
Head
|
eye vfx (e.g., lich eyes)
|
ap_eye_left
|
front of left eye
|
Head
|
eye vfx (e.g., lich eyes)
|
ap_ear_right
|
just outside the center of the right ear
|
Head
|
|
ap_ear_left
|
just outside the center of the left ear
|
Head
|
|
ap_mouth
|
inside and center of mouth or just outside it
|
Head
|
breath weapon vfx
|
ap_camera
|
varies with each creature model, but usually inside or somewhere at
the front of the head
|
Head
|
position that a camera will point to during close-ups of the creature
in cutscenes
|
ap_torso
|
front and center of chest
|
Ribcage
|
|
ap_back
|
back and center of thoracic region of the spine
|
Ribcage
|
|
ap_hand_right
|
center of palm of right hand
|
RArm1Palm
|
vfx of cast spells, placement of wielded weapons
|
ap_hand_left
|
center of palm of left hand
|
LArm0Palm
|
vfx of cast spells, placement of wielded weapons
|
ap_shield_left
|
center and back of left forearm
|
LArm02
|
placement of shield when equipped
|
ap_pelvis
|
center of the pelvis
|
root bone of the body’s skeleton
|
|
ap_tail_tip
|
tip of the tail
|
last tail bone
|
|
ap_knee_right
|
front of right knee
|
RLeg1
|
|
ap_knee_left
|
front of left knee
|
LLeg1
|
|
ap_foot_right
|
between ankles of right leg
|
RLegAnkle
|
|
ap_foot_left
|
between ankles of left leg
|
LLegAnkle
|
It should be noted that ap_halo and ap_camera never change from their initial position relative to the creature even when the creature moves in the game.
If a creature does not have ap_hand_right, its spells will appear to shoot from the southwest part of the area it is in, which is where the (0,0,0) coordinate position is.
Aside from the position of attachment points, their orientation is important as well. For example, if ap_mouth is oriented incorrectly, breath weapon particles will shoot in the wrong direction. Similarly, weapons attached to ap_hand_right and ap_hand_left will not be held properly if these attachment points are angled wrongly.
Particle emitters positioned at a wrongly oriented ap_mouth may cause breath attacks to miss their targets. |
In my next blog post, I will show how to make a skeleton complete with attachment points. I will also discuss collision spheres and how to make them. Finally, I will show how to use the Expotron to export all these resources so that the creature can be viewed in the toolset and in the game.
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