dofusss Posted September 12, 2019 Posted September 12, 2019 Hello everyone, English isn't my first language so I'm sorry if I make errors. Firstly thank you to everyone who contributes to this mod, it's amazing work I wanted to start animating to fill some gaps in the options. I've managed to make a few simple animations and then make them appear in game which is pretty successful for me! My questions so far are: 1) I got animations to appear in game but they didn't have a name, and I can't see how to add one, where does it go in the xml file? 2) Before I start doing big group animations, does anyone know if any exist already? So I don't do anything too similar... 3) Is there a limit to the number of actors in the animations? 4) When I use blender and play the animations it's slower than it would be in game, can I speed up the blender player? 5) Is it possible to 'attach' objects in blender, like stick someones hand somewhere so it stays there when they move? I'm sorry if this is too many questions, or if it's in the wrong place, thanks for your help
Red_Abyss Posted September 12, 2019 Posted September 12, 2019 First I suggest you to try asking in this thread: Regarding your questions: 1) Either adding SBTL files or a specific string in the XML, which should be animation stage name or something like that! 2) There are quite a lot yeah! Either MMF (or more M) or FFM (or more F). Even stuff like MFMF. But the more the merrier, I wouldn't worry too much! 3) Uhhh 10 if I'm not mistaken?
Michse222 Posted September 14, 2019 Posted September 14, 2019 Hi there, 1. the name of your animation is actually defined in the first few lines of the XML. You need to edit <T n="animation_raw_display_name"> YOUR ANIMATION NAME HERE </T>. The stage name is needed for animation followups - so if you want to have a specific animation playing after your first animation it would have to look like this: <T n="animation_stage_name"> Animation_StageX </T> <T n="animation_next_stages"> Animation_StageX+1</T> 2. As RedAbyss mentioned there are a few animators using more than 3 actors, the largest I've seen is 6 or 8 or something like that. Can't remember who the author is... 3. good question... 4. in blender: at the bottom of the screen there is your timeline. next to the play and fast forward button is an dropdown menu with "no sync". Choose AV sync instead that should come close to ingame speed 5. Use rigs with Inverse Kinematics. There are a few out there - with them you just have to move certain markers to move the whole skeleton. A few riggers went so far and added physics to their rigs.
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