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Need help for custom enemy - Lars - 01-17-2015

I have made a custom enemy for amnesia the dark descent and animated it. But when I try to open it in the model viewer it says error and when I check error messages it says: No 'extra scene' element found. What does that mean?


RE: Need help for custom enemy - Darkfire - 01-17-2015

I'm not a pro when it comes to monster models, but I think it may be a lacking animation.


RE: Need help for custom enemy - The chaser - 01-18-2015

What program did you use when making the model? Also, what version of the Amnesia tools do you have?


RE: Need help for custom enemy - Lars - 01-18-2015

I used maya but I don't know what version of Amnesia. But I was actually able to open the model without a Skeleton. But when I put in a skeleton with animation it goes wrong.

(01-17-2015, 09:56 PM)Darkfire Wrote: I'm not a pro when it comes to monster models, but I think it may be a lacking animation.
What do you mean with that?


RE: Need help for custom enemy - Darkfire - 01-18-2015

I think when some basic animation is missing, the monster will not load in the viewer. I'm not 100% sure, as I never made one. Only screwed around with the original models.

ps. I think you may check what are you missing by seeing animation list of the gatherer, for example.


RE: Need help for custom enemy - Lars - 01-19-2015

(01-18-2015, 09:07 PM)Darkfire Wrote: I think when some basic animation is missing, the monster will not load in the viewer. I'm not 100% sure, as I never made one. Only screwed around with the original models.

ps. I think you may check what are you missing by seeing animation list of the gatherer, for example.
I know the problem... It's in maya, I used the IK skeleton but for some reason that can't be opened in the model viewer. So I made my own skeleton but I have a new problem UndecidedUndecided If I use the skeleton to get his arms down, and I export it like that, in the modelviewer it opens with his arms just up, so not like it is exported in maya (sorry for bad english, I'm dutch)


RE: Need help for custom enemy - Juras - 01-19-2015

First of all, you can use IKs and Controllers for your skeleton, but when you're finished with an animation, you need to bake the animation (it's called "bake simulation" in maya) and then remove all the IKs and controllers so you only have joints left. The animation will still be the same as you made with IKs and controllers since you will basically key every frame on the joints.

The second problem that you're having is happening because once you bind a skeleton to a mesh it will make a bind pose which is what you will see in the model viewer unless you make an animation. Since you're monster will never be static why bother making his arms down if it will have an idle animation where you can put his arms down anyway?


RE: Need help for custom enemy - Lars - 01-20-2015

(01-19-2015, 02:26 PM)Juras Wrote: First of all, you can use IKs and Controllers for your skeleton, but when you're finished with an animation, you need to bake the animation (it's called "bake simulation" in maya) and then remove all the IKs and controllers so you only have joints left. The animation will still be the same as you made with IKs and controllers since you will basically key every frame on the joints.

The second problem that you're having is happening because once you bind a skeleton to a mesh it will make a bind pose which is what you will see in the model viewer unless you make an animation. Since you're monster will never be static why bother making his arms down if it will have an idle animation where you can put his arms down anyway?

Everything works now Smile But only one more thing, how do I export an animation from maya to use it in the model editor (with a .dea_anim file)?


RE: Need help for custom enemy - Daemian - 01-20-2015

You export the animated model as dae and then you rename it to dae_anim

e.g.
export slender.dae > rename to > slender_walking.dae_anim


RE: Need help for custom enemy - Lars - 01-20-2015

(01-20-2015, 07:44 PM)Daemian Wrote: You export the animated model as dae and then you rename it to dae_anim

e.g.
export slender.dae > rename to > slender_walking.dae_anim

I can't change it. It's just named monster, not with dea after it...

(01-20-2015, 07:57 PM)Lars Wrote:
(01-20-2015, 07:44 PM)Daemian Wrote: You export the animated model as dae and then you rename it to dae_anim

e.g.
export slender.dae > rename to > slender_walking.dae_anim

I can't change it. It's just named monster, not with dea after it...

Never mind haha

Everything works!! The only thing is, how to get the proper animation for the proper event????