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===[COMMITTED]=== Hellenic Helmets


Alexandermb
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35 minutes ago, Stan` said:

I am currently not back from my hiatus, still have a few things to figure out. Just going through a month of forum posts and 4 PMs and 45  Notifications, so I don't die when I come back.

@Alexandermb, @Lion.Kanzen I'm not back yet, however you can send me mail at (stan at wildfiregames.com) if you need me to review/look at something. How far are you with the reexport ? Did you use my python script ?

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1 minute ago, Stan` said:

@Alexandermb, @Lion.Kanzen I'm not back yet, however you can send me mail at (stan at wildfiregames.com) if you need me to review/look at something. How far are you with the reexport ? Did you use my python script ?

So far i have re-exported all foot infantry animations. Also siege engines (Probably missing onager), missing: Cavalry/Elephant. Didn't saw where was the python script but it was fast enough because i didn't had to bake anything.

Al meshes re-exported and added more bodie variants.

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5 minutes ago, Alexandermb said:

Didn't saw where was the python script but it was fast enough because i didn't had to bake anything.

It's in the thread it exports all the animations in one go :) You just need one armature and one mesh selected  :) 

7 minutes ago, Alexandermb said:


Al meshes re-exported and added more bodie variants.

Anything preventing you from committing ?

 

 

# https://blender.stackexchange.com/questions/41484/how-do-i-change-actions-in-python
# https://blender.stackexchange.com/questions/26995/where-is-python-file-for-exporting-dae-collada
# https://blender.stackexchange.com/questions/38618/selecting-an-object-via-scripting
# https://blenderartists.org/t/deselect-all-command/666535/4
# https://docs.blender.org/api/2.79/bpy.ops.wm.html
# https://blenderartists.org/t/set-the-first-and-end-frame-by-script/535050
import bpy


# Deselect everything
for ob in bpy.context.selected_objects:
    ob.select_set(state=False)

# The armature, and the dummy mesh needed (It has to be parented the armature)
armature = bpy.data.objects['Armature']
unit_mesh = bpy.data.objects['m_armor_dress']
armature.select_set(state=True)
unit_mesh.select_set(state=True)

# For every action that exists in the blend file, export the matching collada.
for a in bpy.data.actions:
    # print(a.name)
    # Get the current action to be exported
    armature.animation_data.action = bpy.data.actions.get(a.name)
    # print(a.frame_range)
    # We only need to export from the start frame to the end frame
    bpy.data.scenes[0].frame_start = a.frame_range[0]
    bpy.data.scenes[0].frame_end = a.frame_range[1]
    # Export the collada model
    bpy.ops.wm.collada_export(filepath='D:/Export/' + a.name + '.dae', keep_flat_curves=True, include_all_actions=False, keep_keyframes=True, selected=True, check_existing=False,filter_blender=False,filter_image=False,filter_movie=False,filter_python=False,filter_font=False,filter_sound=False,filter_text=False,filter_btx=False,filter_collada=True,filter_folder=True, limit_precision=True, filemode=8)

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Just now, Stan` said:

It's in the thread it exports all the animations in one go :) You just need one armature and one mesh selected  :) 

Anything preventing you from committing ?

Perfect! looks excelent for cavalry.

just having it in one place before commiting so i don't mess up with anything after re-export. For some reason i had to adjust helmet bone pose in each animation because it was slightly moved forward and inclined.

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5 minutes ago, Alexandermb said:

Perfect! looks excelent for cavalry.

just having it in one place before commiting so i don't mess up with anything after re-export. For some reason i had to adjust helmet bone pose in each animation because it was slightly moved forward and inclined.

Don't forget to edit 'Armature' for armature name  and 'm_armor_dress' for the mesh :)

And the export filepath at the bottom :)  (Basically the three green things)

 

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Added an iron chalcidean variant 3 for Craterus macedonian hero because he was using old chalcidean helmet:

Spoiler

image.png

Any modder need iron/silver variant for attic/chalcidean? i mean if they ever had "upgrade" for units like macedonian bronze shield to silver shields.

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14 hours ago, wackyserious said:

@Alexandermb have you tried switching the material to player_trans_parallax_spec_helmet.xml ?

Not really, it does any difference? 

11 hours ago, wackyserious said:

Also, could you split the bryastovets actor with silver and copper actors :) Thanks!

Added in the last commit :D

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