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Re: Ask a simple question, get a simple answer
Posted: Fri Aug 05, 2016 5:05 pm
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.
Re: Ask a simple question, get a simple answer
Posted: Fri Aug 05, 2016 5:29 pm
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.
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.
Re: Ask a simple question, get a simple answer
Posted: Fri Aug 05, 2016 5:56 pm
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?
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 12:22 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 1:01 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 1:21 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 1:31 am
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 =/
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 1:32 am
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.
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 2:33 am
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
Re: Ask a simple question, get a simple answer
Posted: Sat Aug 06, 2016 12:30 pm
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.
