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Current Status of Infinity Animations


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#1 skellytz

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Posted 05 November 2024 - 07:27 AM

Infinity Animations v6 is still in development. Thanks to TobEx AfterLife, we can finally make this mod reach it's full potential on the original BG2 (read the explanations and discussions starting around this post; a lot of pages!) Of course, the new version will also support the EEs. The process of adding new animations will be much easier due to the dynamic slot allocation, ASCII-only filenames, and will be complemented by a guide.

 

There is no specific ETA on the new version yet. In the future, I'd also like to give a tutorial on porting 3D meshes and animations, e.g. from games supporting the NIF and KF formats, with a complete Blender environment setup for the IE.

unicorn.jpg


Edited by skellytz, 08 November 2024 - 01:37 AM.


#2 paladin84

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Posted 05 November 2024 - 08:00 AM

It is an awesome news! We need NI in EE as well as unicorns!



#3 Salk

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Posted 05 November 2024 - 01:35 PM

Seconded! Thanks for bringing this forward, skellytz! It's much appreciated. Now if only Insomniator returned to us I'd be real happy...

#4 Andrea C.

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Posted 13 November 2024 - 07:50 AM

Awesome news :)

#5 TotoR

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Posted 14 November 2024 - 09:48 AM

Really nice and glad to see this mod is still alive!!

 

Cheers



#6 jodan-no-ken

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Posted 14 November 2024 - 03:13 PM

You're a treasure, skelly.


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#7 Isewein

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Posted 14 November 2024 - 05:38 PM

Great to see that the work continues! I still miss IA, if only for the variety the various IWD and PST sprites added to the game. Nowadays every commoner in Athkatla looks the same...

 

And that unicorn is a wonder to behold! Makes me hope for mounts one day... unlikely as it may seem. :)



#8 Andrea C.

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Posted 17 November 2024 - 08:38 AM

skellytz, are you giving new animations the IS treatment (I.e. using for example IWD animations will have them properly setup to sound the way they should)?

#9 skellytz

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Posted 17 November 2024 - 02:02 PM

I'll do my best!



#10 Andrea C.

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Posted 25 November 2024 - 10:20 AM

Shower thought: IA seems to have been rather conservative in using Ps:T animations for whatever reason (primarily, I believe, because they are bigger than animations in other IE games.) Can they be made smaller to match and offered more often? For example, instead of only offering the NWN succubus animation (which I reckon couldnt be given the IS treatment unless sounds had also been ported from NWN, which I doubt), an option could be given to choose between NWN succubus and Fall-From-Grace (which could, instead, be given the IS treatment).

Another good candidate is the Giant Skeleton animation for, well, giant skeletons. It looks really spiffy. Or the Shadow.

Edited by Andrea C., 25 November 2024 - 10:27 AM.


#11 skellytz

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Posted 25 November 2024 - 10:50 AM

I'll have to test how much quality loss I can accept with different scaling methods.



#12 Sam.

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Posted 25 November 2024 - 07:36 PM

IIRC, FWIW BAM Resizer was originally designed to scale PST animations down to 75% of original size for use in the BG games.  Coding improvements made since the original release (mostly by me based on feedback from the community) have resulted in options for quality improvements compared to the original release.  I can advise further on its use as needed.


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#13 Graion Dilach

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Posted 18 December 2024 - 12:40 PM

For example, instead of only offering the NWN succubus animation (which I reckon couldnt be given the IS treatment unless sounds had also been ported from NWN, which I doubt), an option could be given to choose between NWN succubus and Fall-From-Grace (which could, instead, be given the IS treatment).

Please don't do this one. This would be the equvivalent of assigning Ellesime sprites out to random commoners.

 

I mean, for the other sprites, I'm inclined to agree, but FFG is an unique character sprite who wouldn't fit to the generic succubus role at all - because she's blond and lacks clown color support to change that within code (unlike say, BG1 Drizzt). I also understand that the NWN succubus has issues, but that's moreso the fact that the IA conversion has too many frames and maybe all the older NWN conversions should be reconverted at one point anyway to polish the lighting (I'm looking at you, NWN basilisk).