Jump to content

Zaggy1024

WFG Retired
  • Posts

    167
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Zaggy1024

  1. What happened to the zebras?

    That's been fixed. I forgot to assign one of the vertices to a group (never trust bone envelopes!).

    @Shield Bearer (and anyone else modeling animals): Could you try to make sure the joints can rotate well without getting distorted? In Blender, if you set the pivot center to the cursor and move the cursor to the joint, you can test the rotation pretty well around it.

  2. Unfortunately I've experienced similar bugs and difficulties with importing. In the Iberian siege ram's animation the wheels spin backwards after spinning forwards - which is a bug with the way 0AD converts the Collada files. I'd like to know if the same bug also affects 3DS Max Collada animations - in theory it should.

    If you're saying you think some of the 3ds Max animations might be messed up, I haven't seen any that are (though some attack animations look slightly strange)... but d'you actually know of what might be causing it in the game?

    ~Zaggy1024

  3. Do you have the svn (latest) version of 0AD installed? (If you don't know what that is see here: http://trac.wildfire...ildInstructions)

    I don't have the latest revision, but I do have the latest autobuild (I decided to use the dev build ppa).

    If you do have the svn version, take a look at the Iberian siege ram - I committed some Blender animations for it yesterday. I also animated some ships yesterday but am unable to make them work without crashing the game first. Oh joy :D

    If you mean that you made Collada files and put them in the game, it might be preferable for me to have the actual blends for the animations, since it takes a lot of tweaking of that and the game files to get it working in the game.

    In the 0AD directory take a look at this file: binaries\data\mods\public\art\skeletons\skeletons.xml - it shows the bone names and hierarchy of existing skeletons.

    I know about that file, since I had to play around with it a bunch to get the lion in the game.

    Edit:

    When I exported a third idle animation for the lion, it showed up in the game with the head and body spinning in a circle every few seconds (seemingly when one of the bones crosses the Y axis, negative or positive), so something'll have to be done about that... and since I don't know C++, I'll leave it to someone who does to try and fix it. Here is the set of animations I had done yesterday, which includes at least two broken animations (since then, I've animated two or three more, all of which didn't import into the game correctly...).

    ~Zaggy1024

  4. Well, thats more than most of us have done. All the best with it (y)

    Yesterday, I managed to export your lion blend to the game (after a few hours of bug-fixing). I think I have it all figured out (assuming the rig doesn't already exist for an animal, in which case it might be necessary to re-rig it), so I might write a tutorial for exporting (once I've checked that the method works most or all the time...).

    ~Zaggy1024

  5. I managed to import an idle animation for the deer into Blender and then export a modified version into the game, although it was messed up extremely because Blender imported the armature at least 10 times the size.

    28vxeeo.png

    It may not look too great, but at least it got into Atlas. =P

    ~Zaggy1024

×
×
  • Create New...