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Author Topic: blender 2.75a animation import with fbx format  (Read 7930 times)

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blender 2.75a animation import with fbx format
« on: »
For you blender users, the newer version have an updated FBX file format importer.  I've been playing around with it and having some success.



The playback speed being a little fast is from my gif creation, not from blender.

I loaded the original max tutorial files into 3ds max, then loaded the bip animation, then export as fbx.
Then I import the fbx into blender (remembering to scale it to.1)

It's even easier for the TL2 files as the animations are there own separate max files. They seem to import better as well.


I have not had any luck using to create an animation library.

One of my big pain points is not being able to see the animation until I load it into the game. So if clipping occurs, I won't know until I export, load the game, watch the various animations, then go tweak the weights, and repeat.  Very tedious.

Hopefully I can figure out why applying an animation action is getting me weird results when all the bones should be the same.

If I get it to work, I will have to stop using Dusho's scripts and just use the regular Ogre export library. But then I would be able to customize the animations in Blender.

Naturally I will share any blend files once I figure this thing out.

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Re: blender 2.75a animation import with fbx format
« Reply #1 on: »
For you blender users, the newer version have an updated FBX file format importer.  I've been playing around with it and having some success.
Oh. ??? This is great news. 8)
I should try it!

Re: blender 2.75a animation import with fbx format
« Reply #2 on: »
Thanks for sharing this Vkoslak! It's exciting to see the progress you, Kva and Anarch keep making in the area of animations. Animations seem very powerful to me - even if it's the only thing you change, it's like playing a completely new game!


Re: blender 2.75a animation import with fbx format
« Reply #3 on: »
You know, the bug with the animation exported from blender seems to be related with the Axis, since they are in different position with the Axis in 3ds max, so when you export the animation, the skeleton is all rotated and useless...

Dusho's exporter/importer seems to translate the rotation on import, but doesn't do the same when exporting the skeleton... And I know nothing of scripting to try to fix it.

Re: blender 2.75a animation import with fbx format
« Reply #4 on: »
You can export animations, but you can't use Dusho's script.

There is a plugin called "Ogre 3D (.scene and .mesh)"


It has quite a few options:


I was able to change the animation on the "Good Zealot" in TL1, export it and get it to show up in game correctly.

I think I had to do a "ctrl-a" and apply rotation, scale, location on my armature, and then add a new animation.  The problem I run into is that I can't just do one animation and add it. I would have to redo all the animations.  But once I have them in blender and looking properly, I can export them to the game.



Re: blender 2.75a animation import with fbx format
« Reply #5 on: »
I think I have figured it out.

It is a pain in the ass,  but it is possible.




You can't use the imported animation directly.  I had to do some cleanup on the a-pose fbx first. No root bone, location of the bip object was set in the animation and it wasn't 0,0,0. So that was a pain.  Also most of the meshes imported 90 degrees off, and some didn't have the correct object origin point.

After the cleanup, I imported the fbx with the run animation.  I deleted all the meshes attached to it.  Then I had to duplicate the bip (armature) from my a-pose set. I used the mocap tools to copy the rotations from the imported run anim to my bip copy. Then I had to go to pose mode on my bip copy, and tell it to copy the location of the pelvis as well. Then I set the keyframes by "Visual LocRot" for each frame. I also had to adjust the z location of the pelvis bone using the graph editor.  Name it in the action editor. And then I was finally able to go to my original bones, and select the new "run" animation.

Now I need a break!

I attached my test blend compressed with 7zip in case anyone wants to take a peek.

Re: blender 2.75a animation import with fbx format
« Reply #6 on: »
Really cool investigation, Vkoslak!
I'm glad that there is a way to do what is needed.
But I do not understand what it all means, it sounds complicated for me.  :'(

Re: blender 2.75a animation import with fbx format
« Reply #7 on: »
I spent last night exporting all the bip animations from the Torch-Ed Tutorials download for the Vanquisher.

I made a couple of observations.

1:  The fidget animation is missing.  Which stinks, because this one tends to give me issues with clipping.
2: Many animations are just copies of other ones. So there are less animations than the number of files would lead you to believe.
3: You can load bip animations for other characters and they will play back on the Vanq. Then you can export those animations with the Vanq. I did this with a couple of Alch and Dest animations.
4: Nearly all of the Vanq's animations have the same starting position.
5: Maybe it's just me, maybe it's because I'm not used to seeing the Vanq animated from a front view, maybe it's the way 3ds Max displays the model, but is the Vanq more "well endowed" in the 3ds max file than in the game?

Now that I have all the animations in FBX, I can start the process of adding them to my blend file tonight.

Although I should probably be finishing my last two armor sets for my witch class.

Re: blender 2.75a animation import with fbx format
« Reply #8 on: »
Now that I have all the animations in FBX, I can start the process of adding them to my blend file tonight.
It is possible that someday you will make a small video tutorial about this?  :)

Re: blender 2.75a animation import with fbx format
« Reply #9 on: »
Now that I have all the animations in FBX, I can start the process of adding them to my blend file tonight.
It is possible that someday you will make a small video tutorial about this?  :)

I second that!

Re: blender 2.75a animation import with fbx format
« Reply #10 on: »
I suppose I can.

I'll need to find a way to make my microphone sound better.  Like add reverb or something  ;D

It might take me a few days to get to it.

Re: blender 2.75a animation import with fbx format
« Reply #11 on: »
I've been quiet as I have nothing to contribute to this topic ??? but i's got me really excited, so I wanted to ask some questions to validate what I think I'm hearing (sorry in advance if they're dumb questions)...

1. Sounds like your currently trying to get the TL1 animations to work with the TL2 models?
2. What are the "from/to" limitations? Can you "transfer" animations from any rigged model from any IP?


Re: blender 2.75a animation import with fbx format
« Reply #12 on: »
At this point I'm still playing with it to see what is possible.

I noticed the fishing animations are missing from the BIP files as well.

The first thing I was trying to do, was just to get TL1 animations working with TL1 Models in blender.
Then to use those animations to make a library of animations for the TL1 models. I know not many people are still trying to do things with TL1, but I have a witch mod to finish and having a library of in game animations would help me to test out my meshes and weight paints before I export them, instead of doing a lot of trial and error.

Then I want to try doing the same thing with TL meshes and animations. I will eventually create a new player mesh for TL2.

I haven't tried using a TL1 animation on a TL2 skeleton or a TL2 animation on a TL1 skeleton, yet. It is on my to-do list.

Ultimately,  I would like to be able to have a class that isn't the standard size, without having to start from scratch with making animations. Or at least to be able to add a cape.

As far as importing animations from other IP, it really depends on how the skeleton is setup.  I have had zero luck with BVH files.

If I got a whole new set of animations from somewhere like Mixamo, I could replace all the animations for a character as long as I setup my base armature to match the setup I get from Mixamo.

The animations I have converted from bip to fbx to blender work with the armature/mesh that I exported from the original. My witch class that I created initially from a Vanquisher imported via Dusho's script doesn't work with the newly exported animations. So it still doesn't solve my previewing animations issue.  But it should let me get a better setup for when I go to do TL2 modding.

One thing I tried a while back with limited success was making an IK armature that uses the animation armature as a target. This could be used to get things close, and then do some cleanup after the fact.

I guess the short version is I want to see all kinds of new classes of different shapes and sizes, with crazy armors, and I feel the animation part is one of the biggest roadblocks to that happening. Unless you want to fork out the mad cash for 3ds.

Re: blender 2.75a animation import with fbx format
« Reply #13 on: »
I have an update  ;D

I started with the file I created the other day with the FBX A pose and "oops" animation. Then I imported the fbx file of the Vanquisher run from the TL1 bip file.

Since Runic created both rigs, they are nearly identical. I just re-targeted the skirt to the "tassets".  The only thing that gave me issues, was the head was rotated all kinds of crazy.  I spent some time with the graph editor fixing the f curves for it and got it to look decent.

So yes, it is possible to put TL1 animations on TL2 models in Blender.


A pose, to "oops", to vanq run.


Edit:  I saw something funny in the animation. When I zoomed in, I noticed the pelvis bone was 90 degrees off and was making funny creases.  I was able to correct this in pose mode by using the left view and for each frame rotating the pelvis -90 degrees, and then rotating the spine +90 degrees. Since the skirt bones followed the pelvis, they also needed rotated so I did them as well.  The animation looks pretty good now even when zoomed in.
« Last Edit: September 10, 2015, 10:14:33 pm by Vkoslak »

Re: blender 2.75a animation import with fbx format
« Reply #14 on: »
I have an update  ;D
Excellent work Vkoslak.  :)
But I feel that it is very difficult for me now.

 

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