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[ART] Importing Rigged Models into Amnesia? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [ART] Importing Rigged Models into Amnesia? (/thread-15253.html) |
Importing Rigged Models into Amnesia? - PythonBlue - 05-04-2012 My computer can't manage the requirements of Maya, and it's quite difficult for me to manage as well, which is why I'm sticking to Blender. That said, while I can import rigged models if I export with the latest version of Blender, I can't get the animations to work. When it animates, it doesn't; all bones are stuck in the center of the grid in the Model Viewer, disregarding even the physics of the engine. http://fc02.deviantart.net/fs71/f/2012/125/2/2/screen_shot_2012_05_04_at_10_18_57_am_by_cyberdyne387-d4ylg0w.png Here is a zip file, if anyone wants to help me out directly. Note that you'll need to rename the dds file directory in the dae file via a text editor in order to prevent crashing. http://www.mediafire.com/download.php?b2fzl4db1p65x75 RE: Importing Rigged Models into Amnesia? - Ultimegastriker - 05-05-2012 First you have to select the Skeleton (don't forget the Assign), then you have to do: -save this file as .fbx -then import this .fbx in maya and give your object a texture -after that you can animate your textured Object - then you export this with the OpenColladaexporter (.dae) - Open the model Editor (from Amnesia) and klick on "import mesh" - select your .dae file and save it as an .ent file -Finally put this into a folder (with textures and the other files) and put it into: amnesia -> redist -> entities -Then you can select your model in your level editor Attention: The object must be fully textured otherwise your editor is crashing constantly (dont forget the UVing for your coordination's of your texture for your object) If you didnt understand what i mean, search a object animation tutorial. There is all in small steps declared. RE: Importing Rigged Models into Amnesia? - PythonBlue - 05-05-2012 (05-05-2012, 04:36 AM)Ultimegastriker Wrote: First you have to select the Skeleton (don't forget the Assign), then you have to do: Tried that procedure before you responded, only to discover that Maya won't export the animation, even if I tell it to do so in the OpenCollada export options. What do I need to do to export the animation other than selecting the rig and the mesh? RE: Importing Rigged Models into Amnesia? - Traggey - 05-05-2012 (05-05-2012, 02:36 PM)SgtYayap Wrote:Each animation must be exported as a seperate DAE file, check the original grunt files to see how it's set up.(05-05-2012, 04:36 AM)Ultimegastriker Wrote: First you have to select the Skeleton (don't forget the Assign), then you have to do: RE: Importing Rigged Models into Amnesia? - Statyk - 05-05-2012 (05-05-2012, 02:36 PM)SgtYayap Wrote: Tried that procedure before you responded, only to discover that Maya won't export the animation, even if I tell it to do so in the OpenCollada export options. What do I need to do to export the animation other than selecting the rig and the mesh?I export animated custom models from Maya perfectly fine >> Are you sure you have "animations" checked upon export? What error happens when you export the model? RE: Importing Rigged Models into Amnesia? - PythonBlue - 05-05-2012 (05-05-2012, 04:05 PM)Statyk Wrote:(05-05-2012, 02:36 PM)SgtYayap Wrote: Tried that procedure before you responded, only to discover that Maya won't export the animation, even if I tell it to do so in the OpenCollada export options. What do I need to do to export the animation other than selecting the rig and the mesh?I export animated custom models from Maya perfectly fine >> Are you sure you have "animations" checked upon export? What error happens when you export the model? No errors happen upon export; it just doesn't export an animation. And the weird part is, I check the export settings and confirm in the process that animations is checked. I actually already knew that, Traggey. Sorry for not making that clear. RE: Importing Rigged Models into Amnesia? - Acies - 05-05-2012 Hmm.. I know that I have had this issue somtime. Is the .dae baked on export? --> Shouldn't be. Is the weight painting normalized? Should be. How does the weight painting look? Try "unloading" fbx maya before export, then export using OpenCollada. Just go "Export all-->". Hope it helps :> RE: Importing Rigged Models into Amnesia? - PythonBlue - 05-05-2012 (05-05-2012, 05:21 PM)Acies Wrote: Hmm.. I know that I have had this issue somtime. Well, good news is, I was able to get animations into the game; I discovered a lack of animations was due to having sampling enabled. Bad news is that it's so inaccurate to what I intended it's not even funny. ![]() ![]() Here are two images for helping others help me out. The first is how the model looks in the model viewer. The second is the export settings I used for the last version of my model. ![]() ![]() |