Re: [WIP] - Animation Editor - BETA Available
Posted: Thu Jan 24, 2013 12:57 am
I'd just like to be able to preview my changes within the program, as I don't know what changes what unless I can see it.
Official Legend of Grimrock Forums
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Hi Xanathar,Xanathar wrote: Anyway, I was able to load a model without any animation and add animations from scratch! Will try to work it better tomorrow/after (it worked, but the rotation was always with the center of the object and not from the pivot I set in 3dsmax).
New animations are rather more straight forward... From Blender, just load your model, animate it as usual (Blender animation tutorials are plentiful on Youtube), and export to a format that keeps the animation. Collada or DirectX will work; (I use collada all the time).Ryeath_Greystalk wrote:My situation is I have a gong I made and imported into LoG (you can see it in John Wordsworth's Oriental Weapons thread). It plays a gong sound and calls a function when hit, but it just doesn't look right without any movement. In Blender I added a bone and made a small animation where it will swing back and forth a couple times to look as though it was struck. But that is as far as I have been able to figure out. I tried to export to OBJ and include animations but that just made 200 copies of the object (one for each frame) I assume that is not correct.
Any help would be appreciated.