23-11-19, 14:13 | #41 | |
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23-11-19, 16:21 | #42 | |
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Could anyone maybe share a sample animation in .fbx or .dae file format that has been successfully imported into WadTool as reference for Blender users on how the file needs to be structured for WadTool to load correctly? It would be incredibly helpful. edit to add: animations exported with DaroAnimMaker can be imported into Blender but if you export the animation the way it is to .fbx or .dae then WadTool can't import those .dae and fbx files without errors. Apparently some things need to be shuffled around and maybe get re-named for WadTool to load the animation correctly. Last edited by not again!; 23-11-19 at 16:31. |
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23-11-19, 19:26 | #43 | |
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I made animation importer very strict on checking integrity, but maybe some conditions should be removed. |
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24-11-19, 09:56 | #44 |
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A thousand thanks, Lwmte! I've sent you a PM with the download link.
I'm really impressed with the WadTool in general and love its animation capabilities! |
25-11-19, 10:07 | #45 |
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Thanks! I have checked your files, and there are problems with both of them.
Ones called "unmodified_ms3d_export" don't have meshes at all (or more specifically, there's one dummy mesh), i.e. only animations are exported, not actual model. WT requires exported animation to have exported model as well to reference meshes from bone animations. Ones called "parts_separated_and_renamed" for some reason have different names for bones and meshes. Bones are called "bone_n" while meshes are called "mesh_n". How come that you have separate bones and meshes in your animation files? Those should be basically the same. If for some reason you have actual meshes and anim bones stored separately, you may try to rename bones "bone_n" to "mesh_n_anim". Generally, any bone which is storing anim information should have a part in its name which corresponds to target mesh name. Then animation will import correctly. Last edited by Lwmte; 25-11-19 at 10:26. |
25-11-19, 10:23 | #46 |
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IIRC, in Blender bones are separate from meshes.
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25-11-19, 10:26 | #47 |
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I haven't used Blender, but I hope it's possible to rename both bones and meshes in it
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25-11-19, 17:42 | #48 |
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Of course, so bones should be named mesh_0_anim, mesh_1_anim, etc? Would this be enough or do you also need a certain tree structure? For instance, bones are part of an armature node.
Here's a Blender rig I've set up long ago which I never did anything with, maybe it will be helpful to test with: https://www.dropbox.com/s/qfikjygske...Rig.blend?dl=1 On a related note, I'm having some trouble with the Assimp DLL which I think has been mentioned before. WadTool seems to require the 32bit version when importing models/animations, while Tomb Editor 64. Is there any way to fix this? |
25-11-19, 18:54 | #49 | |
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Thank you very much, Lwmte!
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I've renamed the bones as you suggested and Lara moves now, but the animation is slightly messed up It's supposed to be the original walk animation. And she definitely does walk but more like after several bottles of Gin Blender does offer quite a few options to customize the export settings for fbx and I assume the problem is that the default settings aren't the ones we need. Now it's hopefully just a matter of finding the right export settings. |
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25-11-19, 23:40 | #50 | ||
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Oh, I see... Anim maker tries to make rigged Lara model with a skeleton... That's really smart, but a bit useless without joints
The problem is, since TR originally uses tree-based animation system with ugly push/pop operations, there's no way to clearly predict order of bones without referencing meshes. Usually it imports ok if you haven't messed with meshtree, but the chance to mess things up is still really big. So, as additional safety check, WT checks bone names against mesh names, and additionally checks if amount of bones is similar to amount of meshes. This way it can clearly predict if original TR animation integrity is broken or not. However, with TR5Main release becoming closer and closer, we indeed must think about working with animations in WT using rigged models - because internally, TR5Main already uses rigged models sewn from skin and joint meshes (meaning - theoretically you will be able to use rigged models for anything in TR5Main, not just Lara). As for messed up rotations - indeed, you need to use specific options in Blender to import your animation correctly in WT. Most important option is swap X/Z axis - try this one first. Also, if it doesn't help, try to play with WT's own animation import settings (that window you see right after you've specified anim file to import). Quote:
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Last edited by Lwmte; 26-11-19 at 00:02. |
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