News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 45
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 43
Total: 43

Author Topic: Fun with Ponya npc, blender and mixamo animations exported to ogre format  (Read 1369 times)

0 Members and 8 Guests are viewing this topic.

It took some effort to figure out some of the scaling issues, but using this method I can import new animations.

Downside: existing animations will no longer work.   I might be able to find a solution once I get my plugin working.
Once I get done adding animations, I can change the bone names to match the Bip pattern and add the tag bones, and any other bones like the tail, or for clothing.

Also the animations get exported all in one skeleton file.

To see it for yourself check out the attached mesh/skeleton in the attached zip with ogremeshy and look at the animations tab.

These are all from the axe pack available for free from mixamo.

I have well over 100 animations I can import. So the start of a playable Ponya could be coming soon.

I did a test into TL1 replacing an NPC, quest icons are hard coded to appear above "Bip Head" so the bones will need renamed for everything to work properly.

Share on Bluesky Share on Facebook


This looks... important Vkoslak! (certainly overwhelming, for me anyway :D )

Sorry, what exactly did you mean about the existing animations becoming unusable?


Basically, I've used an entirely new skeleton with the old mesh weighted to it. The skeleton's are not compatible.
Now you could use the new setup as an entirely different "model" in the game and it would not affect the current npc model animations. You would just have to treat them separate.

Since I'm starting with skeleton and animations in blender, it makes it so I can edit them and create new ones and export to ogre format.

okay I think i get it - When you graft the new .skeleton onto the existing Ponya .mesh, you will need to maintain them as totally separate model-sets; the old-skeleton one for the NPC Ponya, and the new-skeleton one for the playable Ponya. is that about right?

I haven't played with your new skellie-models yet. Will just finish this skill I'm assigned then get to that ;)


 

Recent Topics+-