YouGroove Posted February 6, 2015 Share Posted February 6, 2015 HI, I had to re import a 3D character with animations but i wanted to keep animations i extracted before as i re imported it for fixing something and there was no animations change. It would be cool to have some option on re importing an animated model to have something to tell if we want to keep previous extracted animations. Or be able to save extracted animations of some MDL, then be able to re apply them to a re imported model. (Let down the idea if it's complicated to put in place) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 Forget it, there is already a "load animations" to laod animations from file in model editor menu. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Guppy Posted February 6, 2015 Share Posted February 6, 2015 Forget it, there is already a "load animations" to laod animations from file in model editor menu. Is there also a way to export them, or it's a moot point. 1 Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 It makes sense : Save animation So we could choose load animation without having to create the file manually. Actually in practice be able to laod each time some Txt file containing all animations ranges to extract is just super usefull. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted February 6, 2015 Share Posted February 6, 2015 I suggested something similar here: http://www.leadwerks.com/werkspace/topic/11787-anim-file/ Quote Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 It would be pretty difficult to retain post-export adjustments and redo them all reliably. Ideally the user should be doing this all in their own model editing program. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted February 6, 2015 Share Posted February 6, 2015 Is it just because of how the system is set up right now? Because the theory sounds doable: Detect FBX change Scan in current data from model file (scale, animations, anything else model editor can change) Update model file with fbx Apply data scanned in from previous model file, scaling, reapplying animation list, etc. Quote Link to comment Share on other sites More sharing options...
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