Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Ask a simple question, get a simple answer

Post by Skuggasveinn »

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.
Killcannon
Posts: 73
Joined: Sun Apr 12, 2015 2:57 pm

Re: Ask a simple question, get a simple answer

Post by Killcannon »

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. :cry:
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.
Hey thanks Isaac that's actually very helpful.
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zimberzimber
Posts: 432
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Re: Ask a simple question, get a simple answer

Post by zimberzimber »

Skuggasveinn wrote:
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?
My asset pack [v1.10]
Features a bit of everything! :D
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Isaac
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Re: Ask a simple question, get a simple answer

Post by Isaac »

Skuggasveinn wrote: don't remember in what version this started to break but if I remember correctly then 2.72 should work.
...And if not 2.72, I am certain that 2.71 works; (I use it for that). I will be checking out version 2.72 though.
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zimberzimber
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Re: Ask a simple question, get a simple answer

Post by zimberzimber »

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.
My asset pack [v1.10]
Features a bit of everything! :D
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Skuggasveinn
Posts: 562
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Re: Ask a simple question, get a simple answer

Post by Skuggasveinn »

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.
minmay
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Re: Ask a simple question, get a simple answer

Post by minmay »

it works fine with 2.72

I want to fix it for 2.74 someday so we can use custom normals, but I still haven't figured out what's causing the issue =/
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zimberzimber
Posts: 432
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Re: Ask a simple question, get a simple answer

Post by zimberzimber »

Skuggasveinn wrote:
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.
My asset pack [v1.10]
Features a bit of everything! :D
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Isaac
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Re: Ask a simple question, get a simple answer

Post by Isaac »

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.

https://www.dropbox.com/s/r14f98w0flrhk ... k.avi?dl=0
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zimberzimber
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Re: Ask a simple question, get a simple answer

Post by zimberzimber »

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.

https://www.dropbox.com/s/r14f98w0flrhk ... k.avi?dl=0
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. :P
My asset pack [v1.10]
Features a bit of everything! :D
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