kosukosu1 Posted May 27, 2013 Posted May 27, 2013 I'm just getting started on animations and I brought an animation as an idle animation and got it to appear, but it looks really distorted. It looks fine in blender. I made sure I had keyframes at the beginning and end, and i *thought* i did it right - but what usually is the issue when this happens?
Guest ThatOne Posted May 27, 2013 Posted May 27, 2013 Re-import it into blender. If it looks fine, post it here and I'll take a look. If it doesn't, you'll have to do the following: -Open the .blend file. Import a new skeleton. -Copy the animation over to the new skeleton. -Delete the old skeleton. -Export normally.
kingkong Posted May 28, 2013 Posted May 28, 2013 or you have a mismatching skeleton or you have a probleme with the automatic calculation of the key ; i have no solution than copy the key and past (and sometimes the probleme goes to an other bone copy and past an other key again) may be someone else has a better solution
D_ManXX2 Posted May 28, 2013 Posted May 28, 2013 distorded mesh is usually caused by importing 2 skeleton in one blend file. When you import a skeleton under text editor 2 options are created 1 BoneExMat and 2 FullNames if the skeleton you try to export not matching the names under these 2 will cause some weird mangled mesh. In order to fix this load a new fresh blend with skeleton in it and copy paste fullnames and BoneExMat to the blend file you used to export where the mangled mesh occured. And export the animation again and see if this works.
kosukosu1 Posted May 28, 2013 Author Posted May 28, 2013 Thanks guys for the fast replies - here is the original working .blend file: testanim2.7z I re-imported the exported kf into blender and it looks like a mess, liked it looked in-game - did i export it wrong? I'll look at the deleting, re-importing the skeleton (is that just deleting the existing skeleton and re-importing the minimal skeleton again?), and also the bone names. How do you copy an animation over to a skeleton in blender? Thanks!
kingkong Posted May 28, 2013 Posted May 28, 2013 best is to have a tutorial just follow the link http://www.loverslab.com/topic/6155-request-for-tutorial-adding-bbb-animations-to-kf-files/ the link given by shane4244 is very good
D_ManXX2 Posted May 28, 2013 Posted May 28, 2013 Thanks guys for the fast replies - here is the original working .blend file: testanim2.7z I re-imported the exported kf into blender and it looks like a mess, liked it looked in-game - did i export it wrong? I'll look at the deleting, re-importing the skeleton (is that just deleting the existing skeleton and re-importing the minimal skeleton again?), and also the bone names. How do you copy an animation over to a skeleton in blender? Thanks! You don't, you just import a skeleton and chose import animation in import screen go little down till you see keyframe file then scroll where you have the animation stored and import it. I checked your file, and it missing BoneEXMat reimporting that skeleton is the only way. and make sure you have everything showing up correctly under BoneExMat and fullnames.
kosukosu1 Posted May 28, 2013 Author Posted May 28, 2013 Ok - so i was importing multiple meshes that had skeletons - and this clears out the BoneExMat text file. I copied the BoneExMat text from the existing animation I edited and it looks better now, except the neck is not in the right position: No matter what I do to the pose i can't seem to change the position of the head - I tried rotating the Bip01 Head bone and it doesn't seem to do anything Am i not moving the right bones? So close...
kosukosu1 Posted May 28, 2013 Author Posted May 28, 2013 Thanks greg - is it Bip01 Neck or Bip01 Neck1 ? I heard that Neck1 isn't used? The thing is, the head position looks fine in blender Blender file: testanim2.7z Exported kf file: tsseduce1.7z
gregathit Posted May 28, 2013 Posted May 28, 2013 Neck1. I opened your blend file and am able to move the head bone and the neck1 bone just fine. Not sure why you are having difficulty. Are you selecting the bone, then right clicking and selecting "transform", then "rotate on axis", then selecting the direction you want to move (x, y, z)? Make sure you are on the frame you want, then make your adjustments, then hit the "i" key and select "LocRot" and that will save the adjustment to that particular key and frame. Then go to the next frame you want and make the next adjustment. In this fashion you can make them shake their heads or nod or whatever else floats your boat. Hope that helps.
kosukosu1 Posted May 28, 2013 Author Posted May 28, 2013 The head/neck was 'locked' in one position - i ended up starting fresh and importing the skeleton and creating the animation from scratch - and the head problem is gone now. Thanks for all the help, this is really getting interesting!
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