Black Ops 1 SEANIM animations messed up in Blender
7 replies, posted
So I'm trying to get Black Ops' AUG's animations into Blender, but when I load in a SEANIM this happens to the model:
[t]http://i.imgur.com/VrLAeYB.png[/t]
All the bone locations are messed up. Rotations are fine however. The AUG isn't attached or moving with the animations at all. The AUG magazine and bolt work for some reason.
I used Wraith to extract the AUG animations into SEANIM, Lime to get the AUG and arm models (Wraith exports models to .ma format so I can't use that) and the SEANIM plugin for Blender.
Anyone help me fix this?
[QUOTE=ficool2;52296041]So I'm trying to get Black Ops' AUG's animations into Blender, but when I load in a SEANIM this happens to the model:
[t]http://i.imgur.com/VrLAeYB.png[/t]
All the bone locations are messed up. Rotations are fine however. The AUG isn't attached or moving with the animations at all. The AUG magazine and bolt work for some reason.
I used Wraith to extract the AUG animations into SEANIM, Lime to get the AUG and arm models (Wraith exports models to .ma format so I can't use that) and the SEANIM plugin for Blender.
Anyone help me fix this?[/QUOTE]
Use the Blender-CoD Beta to import the models... Also why on earth would you use both Wraith & Lime when Wraith exports to XMODEL_EXPORT as well?
Wraith can export in .mesh.ascii too
[QUOTE=SE2Dev;52296276]Use the Blender-CoD Beta to import the models... Also why on earth would you use both Wraith & Lime when Wraith exports to XMODEL_EXPORT as well?[/QUOTE]
Blender-Cod beta breaks the rotation and location on the bones so can't use XMODEL_EXPORT. (Or is my blender messed up?)
EDIT2: I used an older version of Blender, the armature and mesh got imported... but the bone weights are gone. So can't use this plugin
[QUOTE=Killer_xD;52299870]Wraith can export in .mesh.ascii too[/QUOTE]
Okay so I tried loading in the models in .mesh.ascii and then loading in the SEANIM and this happened:
[t]http://i.imgur.com/dcqKdcG.png[/t]
Ares you able to get the animations working on the models? If you are please give a tutorial on it because I'm probably importing the models wrong or something
EDIT: Someone pointed out below that .mesh.ascii fucks up rotations. Is all hope lost?
[QUOTE=Killer_xD;52299870]Wraith can export in .mesh.ascii too[/QUOTE]
The bone rotations are fucked up though, unfortunately.
use maya, the .seanim plugin for blender doesnt really work well
this is from my own experience, trust me
First, yes XNALara files are only good for self animating due to the blender importer messing up the rotation axis / model scale. Second, the xmodel_export files that Wraith exports are fine and should be used when importing into blender.
To properly setup blender:
- First, you need to be on the latest version of blender (2.78) recommended just getting through steam.
- Second you need the beta version of Blender-Cod from: [URL="https://github.com/CoDEmanX/blender-cod/tree/development/blender_27"]https://github.com/CoDEmanX/blender-cod/tree/development/blender_27[/URL]
- Third, you need the most up-to-date io_seanim from: [URL="https://github.com/SE2Dev/io_anim_seanim/tree/development"]https://github.com/SE2Dev/io_anim_seanim/tree/development[/URL]
- Make sure to remove the old versions first as sometimes blender caches them.
- Import the xmodel_export and bind the gun to the hand tag (Old games = tag_weapon / j_gun) new games = (tag_weapon_right / tag_weapon).
- Import the seanim file.
Result:
[IMG]http://i.imgur.com/3lCKF7o.gif[/IMG]
[QUOTE=justexhale;52304503]First, yes XNALara files are only good for self animating due to the blender importer messing up the rotation axis / model scale. Second, the xmodel_export files that Wraith exports are fine and should be used when importing into blender.
To properly setup blender:
- First, you need to be on the latest version of blender (2.78) recommended just getting through steam.
- Second you need the beta version of Blender-Cod from: [URL="https://github.com/CoDEmanX/blender-cod/tree/development/blender_27"]https://github.com/CoDEmanX/blender-cod/tree/development/blender_27[/URL]
- Third, you need the most up-to-date io_seanim from: [URL="https://github.com/SE2Dev/io_anim_seanim/tree/development"]https://github.com/SE2Dev/io_anim_seanim/tree/development[/URL]
- Make sure to remove the old versions first as sometimes blender caches them.
- Import the xmodel_export and bind the gun to the hand tag (Old games = tag_weapon / j_gun) new games = (tag_weapon_right / tag_weapon).
- Import the seanim file.
Result:
[IMG]http://i.imgur.com/3lCKF7o.gif[/IMG][/QUOTE]
Thank you so much! It worked. No idea what was going wrong but it works perfect now.
EDIT: Quick question, how do you "bind" the gun to the hand tag? I tried setting the weapon bone to the hand but it just floats off into space.
EDIT2: I figured it out, you need to give the j_gun a Copy Transforms modifier and set it onto the tag_weapon bone.
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