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[ART] Blender animations - 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] Blender animations (/thread-20268.html) |
Blender animations - The chaser - 02-10-2013 I was making a test to see if some Blender workarounds could be made in order to do a good animation. When I open the model in the model editor, the armature doesn't appear. When I set the model an animation (dae_anim) and I go running it, there's a fatal error. This is the .log. Code: -------- THE HPL ENGINE LOG ------------ What it seems to be the problem is the extra scene thing. How can I fix this? RE: Blender animations - WALP - 02-10-2013 As far as I know, its only possible to export animations for HPL2 properly using maya. RE: Blender animations - The chaser - 02-10-2013 As far as you know. My objecive is to open the possiblity of exporting animations to HPL2 without using maya (eg using Blender). That's why I opened this thread, Maya has not to appear here. Sorry for this (possibly) rude answer to you, but is just to clear things ![]() RE: Blender animations - Your Computer - 02-10-2013 Even with models that do not crash the editor and show up perfectly in the editor, you will still see the "no extra scene" warning for models exported from Blender. You should note that warnings are not messages that are meant to imply complete application failure; feature failure perhaps, but not something that should prevent you from continuing. RE: Blender animations - WALP - 02-10-2013 Hmm... allright then we could try to open 2 collada files, a working one exported from maya and a broken one exported from blender in notepad ++ or simular and see if we can find the problems. PS: I dont use Maya I use blender too. EDIT: Looking at a test I did myself a few weeks ago with the grunt I can already see differences. I have noticed that the data for the rigs in the files seems to be filled with these kind of things: " <rotate sid="jointOrientY">0 1 0 0</rotate>" " <matrix sid="transform">0.9988372 -0.04361763 0.02053845 2.11989e-4 -0.04264279 -0.9980438 -0.04572331 -0.05156488 0.0224926 0.04479433 -0.9987432 1.18619 0 0 0 1</matrix> <node id="CenterSpine" name="CenterSpine" sid="CenterSpine" type="JOINT"> " The file exported from blender consist mainly of these "matrix sid" things and only about 10 of these "rotate sid" things. however the maya exported only consist of "rotate sid"s and not a single "matrix sid". Another thing to note is that the "rotate sid"s are a lot shorter then the matrix ones. RE: Blender animations - xxxxxxxxxxxxxxxx - 02-11-2013 Okay I did some research, too. The <extra> element seems to be an element within Collada files that stores "additional user-defined or application-specific information". My guess would therefore be, that the fact that it's missing is not important, since it's optional. I also found this: <matrix> element represents an accumulation of transformations; <rotate> element represents a rotation about an axis; So the matrix stores all transformations (translation, rotation, scale) of the joint and the rotate only stores the rotation, I guess? There are more than 9 numbers in the matrix element, tho... Here's the source btw, in case someone really wants to dig into this stuff. |