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Topic Started: Feb 15 2014, 07:38 AM (241,635 Views)
Maks
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The Beast of Gevaudan

So if I understand, now it's possible to import any anims to export on zt2 ?
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HENDRIX
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-retired-

Yeah well just try it. ;) You need a BFB to work with, though. For example you can import the SharkReefBlackTip_Adult_F.bfb and then also import all its anims, and then you can modify them and finally export them back to ZT2.
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Maks
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The Beast of Gevaudan

Awesome and how to modify animations ? :)
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HENDRIX
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-retired-

It's simple, scroll through the timeline and change the pose wherever needed, save the keyframe to the curve, and repeat that for different actions. It only takes time to make a completely new set because there are many keyframes and many actions, but some edits can be added quickly.
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Maks
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The Beast of Gevaudan

Ok I will try later, thanks Hendrix :)
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Bill
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originally, one_piece

we still need to bake any IK we added in right? cause without IK, animation would be a pain.
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Yukon
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insta: yukons_designs

I just want to say: AWESOME! And thanks for explaining it HENDRIX :D Now I can understand how cool this is ;)

P.S. I'd like to no the same thing as Bill :)
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HENDRIX
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-retired-

Yes, constraints still have to be baked and curves should still be simplified. I'm currently investigating a script that simplifies curves and puts the keys for the different curves all at the same frame, which is important for the BF / KF format. Unfortunately as it stand it doesn't work on batch and it is super complicated, so I'm not sure if that script can actually be used to clean all curves for all actions in a reasonable amount of time. There are likely more simple methods than that. I haven't looked into baking yet, but that shouldn't be too hard - it likely already exists in pretty much the way we need it.
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Pip Stark
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Am i allowed to ask you something Hendrix? Do you still do animal designs and what not ive noticed your mostly doing technical stuff now.
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Furka
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He's been working on some animals for AD.
But regarding his solo project, he's been working mainly on this new stuff which I'm not really sure how to describe (forgive me, I'm just an ignorant pleb), but it's still making breakthrough in designing.
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HENDRIX
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-retired-

Not much, I started a model some months ago for AD and still haven't finished it, but I recently rigged one animal by OL. I don't have any time to devote to modeling and skinning at the moment, but I can squeeze in some programming now and then.
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HENDRIX
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OK I've managed to create a reasonably fast algorithm that turns a completely sampled animation into a nicely clean one with keys properly aligned in a column. Takes ~0.05 seconds for a completely sampled 15 frame anim. I just tested with some vanilla anim script because I don't have a batch bake actions script at hand. I will likely write that tomorrow.
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HENDRIX
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-retired-

The scripts are updated with a very convenient bake and clean algorithm that basically works in the background. The script expects an armature marked with * and constrained actions marked with *. Whenever you export something with constrained actions, it will bake them by default, then clean them up and finally export the result. If you already have baked actions in your file, those are updated. If it doesn't already exist, an armature without constraints is also created so you can preview the baked animations.
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HENDRIX
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-retired-

Blender 2.75 was officially released today! Everybody update! The bfb scripts are still working fine - I've been using the release candidate for a while.

The scripts themselves have also been updated to finally get rid of all "teleporting troubles" by forcing the bones "Bip01" and "Bip01 NonAccum" into the right rotations on BFB import. The animations then have a blank rotation at the first frame, and the pose can be properly mirrored in blender.

I should update the tutorial when I get the chance, it's pretty much completely outdated now. Luckily it's a lot simpler now!! :D
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HENDRIX
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-retired-

Scripts have been updated with custom icons in blender, collider primitives in the Add Mesh menu and a precision slider for BF export quality. You most likely need blender 2.75 for the icons to work.
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