Thanks again for your work
But there is again something new, tried make stance with a little movement in frames (0 5 10 15), but it didn't allow me to export
After i placed duplicates in each frame it allowed me to export
I guess it happens if frame line is "solid" from one frame to another, but if there is gaps between - it works fine and exports, while i was writing this text, tested again, made 20 duplicates in each frame, deleted them but left in 0 and 20 frame same animation and again there was solid line between them, but i could export animation [Bild: image.png?ex=6600c963&is=65ee5463&hm=b6a5a244f833d3b17653af53801012d60b6346cc2e9e569476962d06ea4e6592&]
Thanks again for your work
But there is again something new, tried make stance with a little movement in frames (0 5 10 15), but it didn't allow me to export
After i placed duplicates in each frame it allowed me to export
I guess it happens if frame line is "solid" from one frame to another, but if there is gaps between - it works fine and exports, while i was writing this text, tested again, made 20 duplicates in each frame, deleted them but left in 0 and 20 frame same animation and again there was solid line between them, but i could export animation [Bild: image.png?ex=6600c963&is=65ee5463&hm=b6a5a244f833d3b17653af53801012d60b6346cc2e9e569476962d06ea4e6592&]
Is this possible to edit/add facial animations with this tool?
If we speaking about non dialog sequence - No, as far i know game swaps heads which has animation in them when you speaking with someone, that's why u can see how heads/necks sometimes changes in dialog
If we speaking about non dialog sequence - No, as far i know game swaps heads which has animation in them when you speaking with someone, that's why u can see how heads/necks sometimes changes in dialog
Thanks again for your work
But there is again something new, tried make stance with a little movement in frames (0 5 10 15), but it didn't allow me to export
After i placed duplicates in each frame it allowed me to export
I guess it happens if frame line is "solid" from one frame to another, but if there is gaps between - it works fine and exports, while i was writing this text, tested again, made 20 duplicates in each frame, deleted them but left in 0 and 20 frame same animation and again there was solid line between them, but i could export animation
I cannot reproduce the problem you describe because I am unable to create a "solid bar" like seen in your screenshot. Can you describe how this can be done?
I cannot reproduce the problem you describe because I am unable to create a "solid bar" like seen in your screenshot. Can you describe how this can be done?
It appears quite inconsistent, if i will get what cause this error message appear, i will tell you more informative
Thank you George and all involved for this amazing addon! The possibilities are endless .
Although I am basically a newbie with Blender, I gave it a try and changed the bow animations. I managed to speed up the draw animation on hero_body and hunting bow. So far it works but when starting the animation the character kindof spasms to the left:
I noticed when i import the original animation for drawing "Hero_Stand_Bow_Arrow_P0_Aim_PowerRaise_O_Fwd_00_%_00_P0_0" it already points into a different direction than the original body model. Am i doing something wrong ? Do i need to rotate the hero body now manually?
I noticed when i import the original animation for drawing "Hero_Stand_Bow_Arrow_P0_Aim_PowerRaise_O_Fwd_00_%_00_P0_0" it already points into a different direction than the original body model. Am i doing something wrong ? Do i need to rotate the hero body now manually?
It is normal and to be expected that the initial pose position of animation differs from the rest position of the original body model.
Did you base your animation on that original animation?
Are there maybe multiple animations involved, and you have to adapt that animations as well?
You can enable animation debugging, then Gothic 3 lists all animations it plays, this should help you figuring out which animations are involved.
Open the ingame console and then via the menu above, select Debug->View->Toggle Aniinfos.
It is normal and to be expected that the initial pose position of animation differs from the rest position of the original body model.
Did you base your animation on that original animation?
Are there maybe multiple animations involved, and you have to adapt that animations as well?
You can enable animation debugging, then Gothic 3 lists all animations it plays, this should help you figuring out which animations are involved.
Open the ingame console and then via the menu above, select Debug->View->Toggle Aniinfos.
Yes, i took the original animation and edited the keyframes so that it would last half as much time. I also adapted this for the other PowerRaise animations (up, down). Via the console i can see that it is the "Aim_Raise" animation shortly playing before the draw animation. I think that is causing the problem. However, i did not edit it and i am not sure how to "align" both. The raise animation is already rather short, like 11 frames in blender.
Thanks for the help, will post the solution when i figured it out.
So i tested it again. I imported and exported the "aim" animation from blender (without editing it). Then used that export for a test. The result is that the hero looks to the left permanently for aiming:
Notice that he looks straight once the animation changes to the "up" or "down" version of "Aim" (not im- or exported).
Sorry for these noob problems. I am rather new to blender etc. Is there some kind of alignment i have to do manually so that all animations are straight in the direction of the mouse aim? Thanks a lot.
Sorry for these noob problems. I am rather new to blender etc. Is there some kind of alignment i have to do manually so that all animations are straight in the direction of the mouse aim? Thanks a lot.
Not at all noob questions (btw. I have not much experience with Blender myself), you found a valid issue here.
Took me a little time to figure out what is happending but I think I get it now.
The animation Hero_Stand_Bow_Arrow_P0_Aim_Aim_O_Fwd_00_%_00_P0_0 is used as an overlay animation (Overlay 1 in the ingame aniinfos), i.e. it is played on top of a base animation (Primary/Secondary/... in the ingame anniinfos). [Bild: attachment.php?attachmentid=53518&d=1710698282&thumb=1]
I think we can recognise overlay animations by the _O_ infix (vs _N_ for "regular" animations).
The problem now is that the overlay animation must only affect certain parts of the skeleton.
In case of the Aim animation only the upper body should be affected, not the hips, legs and feet.
But the xmot-Export in g3blend does not yet allow to only select a part of the armature for export. I will add that feature. In addition it would be nice when importing an animation to get some highlighting which bones were affected by the animation.
In case of the Aim animation the following bones are excluded:
Hero_Spine_Spine_1
Hero_Right_Foot_Toe_1
Hero_Right_Foot_Foot_1
Hero_Right_Leg_Leg_2
Hero_Right_Leg_Leg_1
Hero_Right_Leg_Hip_1
Hero_Left_Foot_Toe_1
Hero_Left_Foot_Foot_1
Hero_Left_Leg_Leg_2
Hero_Left_Leg_Leg_1
Hero_Left_Leg_Hip_1
So for now you could work around the exporters limitation by deleting these bones from the armature.
Not at all noob questions (btw. I have not much experience with Blender myself), you found a valid issue here.
Took me a little time to figure out what is happending but I think I get it now.
The animation Hero_Stand_Bow_Arrow_P0_Aim_Aim_O_Fwd_00_%_00_P0_0 is used as an overlay animation (Overlay 1 in the ingame aniinfos), i.e. it is played on top of a base animation (Primary/Secondary/... in the ingame anniinfos). [Bild: attachment.php?attachmentid=53518&d=1710698282&thumb=1]
I think we can recognise overlay animations by the _O_ infix (vs _N_ for "regular" animations).
The problem now is that the overlay animation must only affect certain parts of the skeleton.
In case of the Aim animation only the upper body should be affected, not the hips, legs and feet.
But the xmot-Export in g3blend does not yet allow to only select a part of the armature for export. I will add that feature. In addition it would be nice when importing an animation to get some highlighting which bones were affected by the animation.
In case of the Aim animation the following bones are excluded:
Hero_Spine_Spine_1
Hero_Right_Foot_Toe_1
Hero_Right_Foot_Foot_1
Hero_Right_Leg_Leg_2
Hero_Right_Leg_Leg_1
Hero_Right_Leg_Hip_1
Hero_Left_Foot_Toe_1
Hero_Left_Foot_Foot_1
Hero_Left_Leg_Leg_2
Hero_Left_Leg_Leg_1
Hero_Left_Leg_Hip_1
So for now you could work around the exporters limitation by deleting these bones from the armature.
Woa thanks a lot for the explanation! I was wondering what O and N meant. Guess this also explains why the feet/lower body stoped animating if 'hold-aim' was exported via blender. I will try what you suggest.. if i am successful will post the result here.
Mhh no luck so far. If I remove the bones you mentioned the hero aim is even more messed up. The head kind of looks backward and the whole body is twisted.
Then i thought maybe i have to remove the head-bone as well but then i cannot export the xmot. It states:
bpy.ops.armature.delete()
bpy.ops.object.editmode_toggle()
Error while exporting C:\Users\Ben\Desktop\ungtitgg666le2323d.xmot: Object.path_resolve("pose.bones["Hero_Head_Head_1"]") could not be resolved
Anyway, i think something is up with editing the overlay animations this way. When i edit a primary animation (like a hero sword swing) i don`t have any issues.
at the moment it is the case that i seem to have to rotate the animation as a whole to line it up with the line of sight, no matter if i delete the bones or not. But that causes a problem:
Either i leave the bones and kind of get the new animation working -> But then the primary animation is overwritten and no feet or hip animation is played.
Or i remove the bones but then there is a different problem that i dont understand. I made a youtube video to explain:
Seems the scene in G3 is not visible. Does not matter, the hero is as twisted as the later blender import reveals. Feel free to watch it in double speed or so. Anyway hope this can help clarify stuff.
Greetings, Beorn
at the moment it is the case that i seem to have to rotate the animation as a whole to line it up with the line of sight, no matter if i delete the bones or not. But that causes a problem:
Can u tell, did u change anything in bones in G3_Hero_Body_Player.xact model? I have this type of bones in model: