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#1 |
Hobbyist
Join Date: Dec 2020
Posts: 34
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Hi guys,
this is a Blender addon that I'm using to export Lara animations in FBX format so that I can import them into Unity. It may be useful also for other stuff, so I'm sharing the code. I didn't test it very well, so I need some feedback. Maybe I can implement more features if they do not require too much time. Here is the github link where you can download the addon: https://github.com/veeti512/wadblender and here is a small video to show how to display the animations if you are not used to Blender: https://www.youtube.com/watch?v=b9EMGA7lkiI PS: I tested it on Blender 2.9 |
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#2 |
Relic Hunter
Join Date: Jan 2009
Location: ฿-₳-฿-¥-⍸L-⌽-₦
Posts: 9,482
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This is amazing! thank you so much for this
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__________________
Persecution to all non Luds Gate believers may God's wrath fall upon you sinners |
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#3 |
Explorer
Join Date: Aug 2013
Posts: 554
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I've been looking for something like this! Thank you so much!!
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#4 |
Explorer
Join Date: Feb 2008
Posts: 947
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![]() ![]() I need a few moments to process this. A million thanks, this is amazing! ![]() ![]() |
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#5 |
Explorer
Join Date: Feb 2008
Posts: 947
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Thank you again for this awesome addon, it works great!
There has been one small inconvenience that I have encountered so far that I wanted to ask about: the textures show up fine in Blender but when exporting as OBJ the texture.png does not get written into the .mtl file. I have to re-assign/reload the texture manually in Blender for it to get added to the mtl. I realize the addon was optimized for fbx, it's just that for Tomb Editor the .obj file format works best when a model is supposed to have shininess. Re-assigning the texture is a small extra step and nothing to complain about, just thought I mention in case it's something that can be fixed easily. edit: after spending a bit more time importing and exporting things, I think having to reassign textures is perfectly fine. It's probably best to manually rename the automatically created texture.png and give it a custom name so the texture doesn't get accidentally overwritten when exporting several models into the same folder and then you have to reassign textures in any case, so it's all good the way it is. ![]() Last edited by not again!; 07-01-21 at 23:06. |
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#6 |
Hobbyist
Join Date: Dec 2020
Posts: 34
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Thank you guys, I'm glad that the tool is useful!
I see the problem with exporting, sometimes it also happens that the uvmap completely disappear. This update should fix it by re-importing the uvmap image: https://drive.google.com/file/d/15xd...ew?usp=sharing If it works I'll update in github, maybe I can also change the texture.png filename with the name of the wad? This should avoid confusion. By the way, speaking of shine, I was not able to render this effect on blender. I got the data from the wad but I don't know how to apply it to the model since it is applied to each face. Since obj files preserve this information, can you please send me a sample obj file with shine effect so I can see how is it applied? Last edited by Bergus; 08-01-21 at 18:56. |
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#7 |
Hobbyist
Join Date: Dec 2020
Posts: 34
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I was also trying to import mixamo animations to TRLE using tomb editor. The LARA.fbx file generated using the export FBX option seems to be correctly recognized by mixamo.com. I'm able to import the animations back to blender but not in tomb editor
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#8 | ||||
Explorer
Join Date: Feb 2008
Posts: 947
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Thank you once again very much, Bergus!
![]() Quote:
https://www.mediafire.com/file/afind...tatue.zip/file Quote:
Lwmte explained it here (I bolded the important bit): Quote:
00 - pelvis 01 - left thigh 02 - left shin 03 - left foot 04 - right thigh 05 - right shin 06 - right foot 07 - torso 08 - right upper arm 09 - right lower arm 10 - right hand 11 - left upper arm 12 - left lower arm 13 - left hand 14 - head edit: on further thought I probably should have linked the entire discussion for context and not just the quote by Lwmte; it's from the WadTool thread: https://www.tombraiderforums.com/sho...=223525&page=5 edit 2: additional info (from the same discussion) Quote:
Last edited by not again!; 08-01-21 at 21:41. |
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#9 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 620
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I'm sorry, but if we export into fbx, can we import back using wadtool? or what? what am I missing?
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#10 |
Explorer
Join Date: Feb 2008
Posts: 947
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^^ Yes, with this addon you can import objects and animations from a Wad into Blender, edit them and then re-import into your Wad using WadTool (importing animations into the Wad / WadTool is being worked on as mentioned above).
edit: Just got around to trying it and now it works like a charm! Thank you so much! ![]() This sounds like an ideal solution me. Last edited by not again!; 09-01-21 at 11:32. |
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