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		| Fatalist   Member
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (11-25-2013, 08:59 PM)Patrik Wrote:  For now, what you can do if you want to use these models right now, is to set the unit to 1 meter like I said before, and also search for the two lines beginning with <matrix sid="matrix"> and remove them. Remember to delete the msh file afterwards. 
Thanks! Its works)
			 
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	| 11-26-2013, 09:44 AM |  |  
	
		| Gilligan's Hell   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				A Question, Whats the model of the animated pistons in the engine room map of AMFP?
			 
 The International Narcotics Traffic |  |  
	| 11-29-2013, 10:01 AM |  |  
	
		| Rapture   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				I haven't been paying close attention to the Beta of the patch, but in it's current form. Do animations made in Blender and exported to Amnesia work correctly?
 I've been getting into animations the past week, but I don't know where to start where I can get them working in Amnesia.
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	| 11-30-2013, 01:14 AM |  |  
	
		| The chaser   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (11-30-2013, 01:14 AM)Rapture Wrote:  I haven't been paying close attention to the Beta of the patch, but in it's current form. Do animations made in Blender and exported to Amnesia work correctly?
 I've been getting into animations the past week, but I don't know where to start where I can get them working in Amnesia.
 
Simple and not-that-complicated rigs work, even some animations work.
 
To have it working is simple:
 
-Make the animation 
-Export it as a .dae 
-Change it's name from animation.dae to animation.dae_anim 
-Open the model editor and go to Animations 
-Create a new one and load your animation
 
This is the basic overview. If you want a deeper look, P.M me    
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 11-30-2013, 09:11 AM |  |  
	
		| RedKnight   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (11-30-2013, 09:11 AM)The chaser Wrote:   (11-30-2013, 01:14 AM)Rapture Wrote:  I haven't been paying close attention to the Beta of the patch, but in it's current form. Do animations made in Blender and exported to Amnesia work correctly?
 I've been getting into animations the past week, but I don't know where to start where I can get them working in Amnesia.
 Simple and not-that-complicated rigs work, even some animations work.
 
 To have it working is simple:
 
 -Make the animation
 -Export it as a .dae
 -Change it's name from animation.dae to animation.dae_anim
 -Open the model editor and go to Animations
 -Create a new one and load your animation
 
 This is the basic overview. If you want a deeper look, P.M me
  Can i PM you too?
			 
 6666666666666666666566666666666666 |  |  
	| 11-30-2013, 09:19 AM |  |  
	
		| Rapture   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (11-30-2013, 09:11 AM)The chaser Wrote:   (11-30-2013, 01:14 AM)Rapture Wrote:  I haven't been paying close attention to the Beta of the patch, but in it's current form. Do animations made in Blender and exported to Amnesia work correctly?
 I've been getting into animations the past week, but I don't know where to start where I can get them working in Amnesia.
 Simple and not-that-complicated rigs work, even some animations work.
 
 To have it working is simple:
 
 -Make the animation
 -Export it as a .dae
 -Change it's name from animation.dae to animation.dae_anim
 -Open the model editor and go to Animations
 -Create a new one and load your animation
 
 This is the basic overview. If you want a deeper look, P.M me
  You don't sound too sure to what and doesn't work...
 
Example 1: I have a Excavator with a couple of bones to bend, scoop and deposit dirt. 
I can have a couple of animations pre-planned and execute them in Amnesia?
 
Example 2: I can export a monster with fully working animations.
 
Example 3: I can import a creature with bones to make a ragdoll.
 
Would any or all of them work to your knowledge?
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	| 11-30-2013, 02:37 PM |  |  
	
		| The chaser   Posting Freak
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (11-30-2013, 02:37 PM)Rapture Wrote:   (11-30-2013, 09:11 AM)The chaser Wrote:  You don't sound too sure to what and doesn't work... (11-30-2013, 01:14 AM)Rapture Wrote:  I haven't been paying close attention to the Beta of the patch, but in it's current form. Do animations made in Blender and exported to Amnesia work correctly?
 I've been getting into animations the past week, but I don't know where to start where I can get them working in Amnesia.
 Simple and not-that-complicated rigs work, even some animations work.
 
 To have it working is simple:
 
 -Make the animation
 -Export it as a .dae
 -Change it's name from animation.dae to animation.dae_anim
 -Open the model editor and go to Animations
 -Create a new one and load your animation
 
 This is the basic overview. If you want a deeper look, P.M me
  
 Example 1: I have a Excavator with a couple of bones to bend, scoop and deposit dirt.
 I can have a couple of animations pre-planned and execute them in Amnesia?
 
 Example 2: I can export a monster with fully working animations.
 
 Example 3: I can import a creature with bones to make a ragdoll.
 
 Would any or all of them work to your knowledge?
 
Example 1: Yep. Make an animation for each of the movements (bend, scoop, and deposit) and save them as "scoop.dae", "bend.dae", "deposit.dae" in your Animations folder (which should be inside your model folder). Then, change their extension from .dae to .dae_anim.
 
When you want the object to make the animation, use the code line:
 
PlayPropAnimation("Yourmodel", "Yourmodelfolder/Animations/bend.dae_anim", 0.1, 
false, "");
 
Example 2: I haven't experimented much to be sincere, but by the moment my animations with bones work, so that's something.
 
Example 3: Bones can be exported correctly with the new update, so I guess you won't have much problems making a ragdoll (I haven't made any though)
			 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 12-01-2013, 10:45 AM |  |  
	
		| Storfigge   Member
 
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			| RE: Update almost ready! Brave testers needed! 
 
				Will this patch be released soon? It's been over a month since it was "almost ready". Sorry if I sound impatient I'm really looking forward to it.
			 
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	| 12-01-2013, 06:50 PM |  |  
	
		| KiraImmortal   Member
 
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			| RE: Update almost ready! Brave testers needed! 
 
				everything works fine! loading is quite slow, but thanks for this one! it will make my work easier with the AMFP full conversion mod (now i can edit maps for it)    |  |  
	| 12-02-2013, 02:11 AM |  |  
	
		| Patrik   Frictional Games
 
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			| RE: Update almost ready! Brave testers needed! 
 
				 (12-01-2013, 06:50 PM)Storfigge Wrote:  Will this patch be released soon? It's been over a month since it was "almost ready". Sorry if I sound impatient I'm really looking forward to it. 
That's understandable. It has unfortunately taken way longer than anyone had expected it to. 
I have built and tested a final release and sent it further down the pipeline so it's out of my hands now. I can't give any specific release date, but it's at least coming closer.    |  |  
	| 12-02-2013, 04:21 PM |  |  |