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Amnesia editor - Monster models?
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#10
RE: Amnesia editor - Monster models?

Quote: Animation files store the model as well.
Why on earth...? It makes sense, I mean it's just a normal, renamed .dae after all, but why would hpl even care if there's a mesh in the file? That just seems like an awfully stupid system to have... ah well.

Anyway, if you don't feel like parent constraining everything in every file, (might be a lot of work without recording and saving what you're doing in the script editor) there are several ways to import an animation from an animation file into your new rig file (the one that contains the old skeleton with the new mesh).

1. Maya's built-in .anim export. Might need to be activated in the Plug-in menu first. Always select the joints you want to ex- and import from or it won't work at all. Probably won't work anyway because - well - it's Autodesk we're talking about here. Wink

2. If that doesn't work, try the amazing dkanim-script by Daniel Kramer. It works much better than the built-in export. Should come with instructions.

3. If for some reason, that still doesn't work, you can always go the slightly more complicated route of character sets and anim clips. Create a character set that includes all joints in both files, then export an anim clip from the animation file and import it in the other one via Trax Editor and bake the animation onto the joints again. Works almost guaranteed, but is a bit of a hassle to set up. Try the other two options first and if they don't work, I can give you step-by-step instructions for this method Smile
(This post was last modified: 12-10-2012, 11:49 AM by xxxxxxxxxxxxxxxx.)
12-10-2012, 11:48 AM
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Messages In This Thread
Amnesia editor - Monster models? - by Racingcreed - 12-08-2012, 02:09 PM
RE: Amnesia editor - Monster models? - by Statyk - 12-09-2012, 01:07 AM
RE: Amnesia editor - Monster models? - by xxxxxxxxxxxxxxxx - 12-10-2012, 11:48 AM



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