Current Status of Infinity Animations
#21
Posted 15 December 2025 - 09:06 AM
Siege of Dragonspear adds hamatula devils. It would be nice if IA had the option to give them the NWN animation.
#22
Posted 13 January 2026 - 10:26 AM
I would guess sample 3 is the standard RGB, and perhaps sample 2 is the faux anti aliased?
So the correct answers are:
- Sample #1: anti-aliasing preserved (the best)
- Sample #2: faux anti-aliasing applied (surprisingly good enough)
- Sample #3: standard RGB-to-indexed (too jaggy)
This thread is becoming my monologue LOL
But I'd like to thank you for your unwavering interest in the project and all the support you've given!
#23
Posted 16 January 2026 - 09:15 AM
contrary to IWD and PST animations, NWN animations cant be given the IS treatment.
Source?
NWN also has an extensive amount of audio feedback. While it makes sense to mix them with the IE sounds (the environmental audio probably should be kept from BG/IWD instead of copy-pasted from NWN), the main blocker on that front is that the IA 5.1 ports are rendered as a hodgepodge with some of them (like the aforementioned succubus) even having their 60 fps animations (instead of BG's 30 fps). They should be first rerendered to correct the frame pacing/lighting before reviewing/applying a sound resync.
I'm completely okay with redoing the sound sync (already got familiarized with aspects of the audio due the NWN soundsets of mine), but I haven't attempted to try out Artisan's own NWN animation toolkit yet to see how the rendering part works.
Edited by Graion Dilach, 16 January 2026 - 09:17 AM.
#24
Posted 18 January 2026 - 09:00 AM
Hey, I had three for three! ![]()
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#25
Posted 20 January 2026 - 10:31 AM
That was insightful
My source wasnt really a source as much as an uneducated assumption on my part. I figured NWNs sound sets would have a different structure from the Infinity Engines, and that therefore mapping them 1:1 would be impossible. I also assumed that all NWN animations had been ported without their accompanying sounds (my assumption was, in this case, highly uneducated and based solely on the fact that IA is not an audio mod and that most people dont seem to care about audio anyway.)
I would like nothing more than to have been wrong. NWN animations are pretty spiffy and Id love to use them to give my game a more varied appearancebut I would only do that if their attack sounds matched their respective animations frame by frame (IS spoiled me and I cant play any other way now.)
The inconsistent porting is something I was unaware of, but heres to hoping IA v6 will take care of it.
#26
Posted 20 January 2026 - 05:08 PM
NWN's soundsets does have a different structure, but it is mostly matchable.
This is the CRE voice slot counterpart: https://nwn.wiki/dis...ts or Soundsets When it comes to intelligent creatures, it might require some creative role reassignment for a wide amount of feedback (like for example, the "guard me" option for the becoming leader reaction), but I already have a NWN voicepack in practice which includes almost all NWN1 voicesets to demonstrate how well it works on the EEs.
When it comes to weapons, NWN actually does a lot of things differently here - it basically classifies all weapons based on various properties and classifies the material hit by them, and then takes both these data in separate 2DAs to decide what sounds should be played. See 5.7.3 of https://nwn.wiki/dow...rmat.pdf?api=v2
This one obviously can't really be pulled over on an 1:1 basis since we don't have hit classes, but selecting one of the common targets and then timing that to the animation frame should still work - while that might sound like to not cover something like a bite attack, for such we can refer back to the "CRE voiceset" and combine these. (While modders have options to even tie sounds directly to animations, that's an NWNEE feature and as such, it's not used in the vanilla assets and I doubt it's used in resource packs like CEP.)
Besides, if the animation basically incorporates a weapon already existing in the IE games (e.g. the user has a warhammer), the primary choice should be to grab the game's sounds already associated with that weapon and time those to the imported animation for audio consistency afterall.
I also care about these details - although not such blind obsessively -, and in that regard I can understand if some of the current conversions are let down on audio timing. (Honestly, I haven't really bothered with reviewing the IA 5.1 NWN animations when it comes to sound sync though, because, again, I don't think there's a point in trying to fix the audio of assets which have frame timing issues already). Still, NWN provides more than enough legroom to deliver a comparable audio setup (and if it turns out that selected actions still miss out on audio feedback, well, it's not like one can't just source/create sfx either, also visual artists and sound designers are separate people in professional environments afterall). And timing is basically just a number to be set appropriate for each sound - but one can only set a number to existing sounds to begin with.
I can list you games people have ported animations from into the IEs which have so weak audio depth that yes, their audio must be entirely reconstructed, because the animations/actions outright lack audio. But NWN wouldn't be on my list.
Edited by Graion Dilach, 20 January 2026 - 05:23 PM.
#27
Posted 21 January 2026 - 12:15 AM
Im glad to hear those dapper NWN animations may indeed get IS-ified once IA 6 is released. Now Im even more excited to see how things develop
#28
Posted 22 January 2026 - 03:13 AM
Siege of Dragonspear adds hamatula devils. It would be nice if IA had the option to give them the NWN animation.
Forgot to mention: Siege of Dragonspear also adds displacer beasts, which could also be given the NWN animation.
Edited by Andrea C., 22 January 2026 - 11:13 AM.






