Infomuz Posted April 5, 2014 Share Posted April 5, 2014 So I have made a rigid player model in blender and finished textured in substance. My question is how would I go about applying the animations/bones from the crawler model to my model? If I have to redo the textures/uv map no biggie. Thanks. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 5, 2014 Share Posted April 5, 2014 Could you explain more clearly what ypu are trying to do ? You have a blender model with animations, you can export it and use it in Leadwerks 3. Crawler model is already animated, you can't change it's animations. About texturing what do you mean ? If Crawler texturing you have in it's directory the original TGA textures you can modify Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted April 5, 2014 Share Posted April 5, 2014 I think he wants to transfer the crawler animation to his own model. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Infomuz Posted April 6, 2014 Author Share Posted April 6, 2014 exactly. I would like to decompile the model and place my mesh over the crawlers animations. I would assume moving the mesh to fit the crawlers bones would ruin my uvmap. Quote Link to comment Share on other sites More sharing options...
knocks Posted April 6, 2014 Share Posted April 6, 2014 What you’re trying to do is called retargeting, I have no experience with this in blender so you will need to find a tutorial online to show how it’s done. To be honest it’s a PITA in any 3d modeling application. Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Christian Clavet Posted April 6, 2014 Share Posted April 6, 2014 I haven't checked how all of this could be done. But you would need to "rip" the skeleton from the crawlers and place it on your model then re-skin it so the bones will control the proper vertices of your model. But to "rip" the skeleton, you would have to load the model inside a editor. And since the model is already converted in Leadwerks and you don't have the source FBX, I don't think it would be possible. Then if you have done this, you would have to re-use the animations from the crawlers. Don`t know if that can be done directly from Leadwerk in code, or if you will be forced to do it in a 3D application. Quote Link to comment Share on other sites More sharing options...
Infomuz Posted April 6, 2014 Author Share Posted April 6, 2014 Yea.. this is starting to sound like more of a pain then its worth. I know you could do this with the old halflife models. Oh well I could of had half the animations done already. Only reason I was going to try this was to get my model in game asap. Is there any tutorials on setting up animations for leadwerks? Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Share Posted April 6, 2014 Yes you would need FBX of crawerl, and for re targetting animations there is expensive tools like ijinema or MotionBuilder. Is there any tutorials on setting up animations for leadwerks? No. Just import your FBX model, you will got all animations on sequence 0, just extract animation sequences from that sequence by defining start/end frames, when finished, you can delete sequence 0. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.