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zimberzimber wrote:How do I prevent/fix meshes getting deformed when importing an animation onto a model in Blender?
This usually happens if you are using a newer version of Blender then the import scripts where designed to work with.
Try getting an older version of Blender (you can have it installed side by side with the newer one and only use it when working with Grimrock animations). http://download.blender.org/release/ don't remember in what version this started to break but if I remember correctly then 2.72 should work.
best regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus. Link to all my LoG 1 assets on Nexus.
Isaac wrote:
This has been the way of it since the initial release. My first LoG2 map had a block puzzle that had closed doors in the path, and it suffered the same issue with the blocks just passing right through them.
My solution was to re-define the blocks, and include logic to force the blocks to behave around closed doors.
To use this: Remove the blockers you mentioned, and add just this definition to your object.lua file; it will replace the standard push_block with my new one. See if it works as intended in your puzzle.
I've tested it out with several door layouts, and it appears to work fine with them, but it is still experimental.
zimberzimber wrote:How do I prevent/fix meshes getting deformed when importing an animation onto a model in Blender?
This usually happens if you are using a newer version of Blender then the import scripts where designed to work with.
Try getting an older version of Blender (you can have it installed side by side with the newer one and only use it when working with Grimrock animations). http://download.blender.org/release/ don't remember [/size]in what version this started to break but if I remember correctly then 2.72 should work.
best regards.
Skuggasveinn.
Nice, thanks! Something should be noted about it somewhere. Or is it already and I'm just blind?
zimberzimber wrote:Alright, now it looks fine in Blender2.71, but still gets messed up when converting to .FBX (6.1 ASCII) and imported into the Toolkit.
why convert it ?, you should be able to export it out using the scripts directly to .model file and .animation file to use with the Grimrock engine.
I did a whole bunch of block, parry, shield-slam animations a couple of months back and the pipeline was just in with the scripts and out again with the scripts (and yes, it was with 2.71 not 2.72 like I thought this morning)
kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus. Link to all my LoG 1 assets on Nexus.
zimberzimber wrote:Alright, now it looks fine in Blender2.71, but still gets messed up when converting to .FBX (6.1 ASCII) and imported into the Toolkit.
why convert it ?, you should be able to export it out using the scripts directly to .model file and .animation file to use with the Grimrock engine.
I did a whole bunch of block, parry, shield-slam animations a couple of months back and the pipeline was just in with the scripts and out again with the scripts (and yes, it was with 2.71 not 2.72 like I thought this morning)
kind regards.
Skuggasveinn.
I'm trying to scale down the animation to get something like the micro ogres someone made for LoG1
Scaling it down in Blender partially disoriented some parts, and didn't change mesh sizes, just their location. I'm probably just doing something wrong and can't find what.
In Blender, Import the ogre, select the armature, import the animation.
Change the pivot to the cursor
Center the cursor ( <shift> + S )
Then select the game_matrix object, and scale it down.
Then press <CRTL> + A to apply scale.
Isaac wrote:In Blender, Import the ogre, select the armature, import the animation.
Change the pivot to the cursor
Center the cursor ( <shift> + S )
Then select the game_matrix object, and scale it down.
Then press <CRTL> + A to apply scale.
Got it, thanks again!
I noticed that scaling them to non-negative values flips normals and flips the animation, causing right handed monsters become left handed.