Important information: this site is currently scheduled to go offline indefinitely by end of the year.

[HELP] Get Bone and Animation for model

Post questions about game models here, or help out others!
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

.........
Last edited by tainhx on Tue Feb 12, 2019 11:49 am, edited 1 time in total.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4284
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1147 times
Been thanked: 2242 times

Re: [HELP] Get Bone and Animation for model

Post by shakotay2 »

Maybe it's a problem with the null (or root) bone's translation? I had a similar problem here when the indian's legs were moved by rotation only:
viewtopic.php?f=16&t=12979&p=107315&hil ... im#p107315

After fixing he proceeded correctly but I don't have the time to check the details again.

quote "So we would need the translation values/bones' positions for the initial pose, apply them once at animation startup then play rotations only."

(Well, this was easy because it were ASCII files, iirc. Would be hard to do it with binary ani files.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

shakotay2 wrote:Maybe it's a problem with the null (or root) bone's translation? I had a similar problem here when the indian's legs were moved by rotation only:
viewtopic.php?f=16&t=12979&p=107315&hil ... im#p107315

After fixing he proceeded correctly but I don't have the time to check the details again.

quote "So we would need the translation values/bones' positions for the initial pose, apply them once at animation startup then play rotations only."

(Well, this was easy because it were ASCII files, iirc. Would be hard to do it with binary ani files.)

Root bone is Bip01 or Scene Root?
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4284
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1147 times
Been thanked: 2242 times

Re: [HELP] Get Bone and Animation for model

Post by shakotay2 »

"Scene Root" obviously. This seems a little bit strange to me: we don't have any bone with Scene Root as a parent in the smd (from Noesis smd export).
It should read 14 "Bip01 Pelvis" 0, shouldn't it?

Code: Select all

nodes
  0 "Scene Root"  -1
  1 "Bip01 Footsteps"  -1
  2 "Bip01 Head"  13
  3 "Bip01 L Calf"  10
  4 "Bip01 L Clavicle"  13
  5 "Bip01 L Finger0"  8
  6 "Bip01 L Foot"  9
  7 "Bip01 L Forearm"  12
  8 "Bip01 L Hand"  7
  9 "Bip01 L HorseLink"  3
  10 "Bip01 L Thigh"  26
  11 "Bip01 L Toe0"  6
  12 "Bip01 L UpperArm"  4
  13 "Bip01 Neck"  27
  14 "Bip01 Pelvis"  -1
  15 "Bip01 Ponytail1"  2
  16 "Bip01 R Calf"  23
  17 "Bip01 R Clavicle"  13
  18 "Bip01 R Finger0"  21
  19 "Bip01 R Foot"  22
  20 "Bip01 R Forearm"  25
  21 "Bip01 R Hand"  20
  22 "Bip01 R HorseLink"  16
  23 "Bip01 R Thigh"  26
  24 "Bip01 R Toe0"  19
  25 "Bip01 R UpperArm"  17
  26 "Bip01 Spine"  14
  27 "Bip01 Spine1"  26
  28 "Bip01 Tail"  26
  29 "Bip01 Tail1"  28
  30 "Bip01 Tail2"  29
end
In the bone.txt file created by the script it reads:
0: Bip01, p Scene Root

14: Bip01 Pelvis, p Bip01

So looks ok to me.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

shakotay2 wrote:"Scene Root" obviously. This seems a little bit strange to me: we don't have any bone with Scene Root as a parent in the smd (from Noesis smd export).
It should read 14 "Bip01 Pelvis" 0, shouldn't it?

Code: Select all

nodes
  0 "Scene Root"  -1
  1 "Bip01 Footsteps"  -1
  2 "Bip01 Head"  13
  3 "Bip01 L Calf"  10
  4 "Bip01 L Clavicle"  13
  5 "Bip01 L Finger0"  8
  6 "Bip01 L Foot"  9
  7 "Bip01 L Forearm"  12
  8 "Bip01 L Hand"  7
  9 "Bip01 L HorseLink"  3
  10 "Bip01 L Thigh"  26
  11 "Bip01 L Toe0"  6
  12 "Bip01 L UpperArm"  4
  13 "Bip01 Neck"  27
  14 "Bip01 Pelvis"  -1
  15 "Bip01 Ponytail1"  2
  16 "Bip01 R Calf"  23
  17 "Bip01 R Clavicle"  13
  18 "Bip01 R Finger0"  21
  19 "Bip01 R Foot"  22
  20 "Bip01 R Forearm"  25
  21 "Bip01 R Hand"  20
  22 "Bip01 R HorseLink"  16
  23 "Bip01 R Thigh"  26
  24 "Bip01 R Toe0"  19
  25 "Bip01 R UpperArm"  17
  26 "Bip01 Spine"  14
  27 "Bip01 Spine1"  26
  28 "Bip01 Tail"  26
  29 "Bip01 Tail1"  28
  30 "Bip01 Tail2"  29
end
In the bone.txt file created by the script it reads:
0: Bip01, p Scene Root

14: Bip01 Pelvis, p Bip01

So looks ok to me.
14 "Bip01 Pelvis" -1
--> Something is wrong in code.. let me check again.It should like you wrote

So we should remove "Scene Root"?
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4284
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1147 times
Been thanked: 2242 times

Re: [HELP] Get Bone and Animation for model

Post by shakotay2 »

I wouldn't say so; in the bone.txt file Scene Root is the parent of Bip01 and Bip01 is the parent of Pelvis.
Question is why the node "Bip01" doesn't appear in the smd file.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

................
Last edited by tainhx on Tue Feb 12, 2019 11:49 am, edited 1 time in total.
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4284
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1147 times
Been thanked: 2242 times

Re: [HELP] Get Bone and Animation for model

Post by shakotay2 »

The node Scene Root is missing in your bone.txt file.
Usually first node should read like so: 0 "Bip01" -1

In the smd created by Noesis the -1 is in the last node; could work but not sure:

Code: Select all

version 1
nodes
  0 "Bip01"  31
  1 "Bip01 Footsteps"  0
  2 "Bip01 Head"  13
  3 "Bip01 L Calf"  10
  4 "Bip01 L Clavicle"  13
  5 "Bip01 L Finger0"  8
  6 "Bip01 L Foot"  9
  7 "Bip01 L Forearm"  12
  8 "Bip01 L Hand"  7
  9 "Bip01 L HorseLink"  3
  10 "Bip01 L Thigh"  26
  11 "Bip01 L Toe0"  6
  12 "Bip01 L UpperArm"  4
  13 "Bip01 Neck"  27
  14 "Bip01 Pelvis"  0
  15 "Bip01 Ponytail1"  2
  16 "Bip01 R Calf"  23
  17 "Bip01 R Clavicle"  13
  18 "Bip01 R Finger0"  21
  19 "Bip01 R Foot"  22
  20 "Bip01 R Forearm"  25
  21 "Bip01 R Hand"  20
  22 "Bip01 R HorseLink"  16
  23 "Bip01 R Thigh"  26
  24 "Bip01 R Toe0"  19
  25 "Bip01 R UpperArm"  17
  26 "Bip01 Spine"  14
  27 "Bip01 Spine1"  26
  28 "Bip01 Tail"  26
  29 "Bip01 Tail1"  28
  30 "Bip01 Tail2"  29
  31 "Scene Root"  -1
end
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

shakotay2 wrote:The node Scene Root is missing in your bone.txt file.
Usually first node should read like so: 0 "Bip01" -1

In the smd created by Noesis the -1 is in the last node; could work but not sure:

Code: Select all

version 1
nodes
  0 "Bip01"  31
  1 "Bip01 Footsteps"  0
  2 "Bip01 Head"  13
  3 "Bip01 L Calf"  10
  4 "Bip01 L Clavicle"  13
  5 "Bip01 L Finger0"  8
  6 "Bip01 L Foot"  9
  7 "Bip01 L Forearm"  12
  8 "Bip01 L Hand"  7
  9 "Bip01 L HorseLink"  3
  10 "Bip01 L Thigh"  26
  11 "Bip01 L Toe0"  6
  12 "Bip01 L UpperArm"  4
  13 "Bip01 Neck"  27
  14 "Bip01 Pelvis"  0
  15 "Bip01 Ponytail1"  2
  16 "Bip01 R Calf"  23
  17 "Bip01 R Clavicle"  13
  18 "Bip01 R Finger0"  21
  19 "Bip01 R Foot"  22
  20 "Bip01 R Forearm"  25
  21 "Bip01 R Hand"  20
  22 "Bip01 R HorseLink"  16
  23 "Bip01 R Thigh"  26
  24 "Bip01 R Toe0"  19
  25 "Bip01 R UpperArm"  17
  26 "Bip01 Spine"  14
  27 "Bip01 Spine1"  26
  28 "Bip01 Tail"  26
  29 "Bip01 Tail1"  28
  30 "Bip01 Tail2"  29
  31 "Scene Root"  -1
end
So I should remove Scene Root out bone list and make Bip01 has parent index is -1?
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP][Scion of Fate] Get Bone and Animation for model

Post by tainhx »

I re-post full script here.Currently the script can parse SKIN, BON and Animation but the animation still not right (rotation is good but the translation is fail..the mesh can move forward but floating little up and down)

Code: Select all

# Noesis Python model import+export test module, imports/exports some data from/to a made-up format
from os.path import *
from math import *
from inc_noesis import *

MAIN_BON_FILE_NAME = ""
ROOT_DIR = ""
FILE_BON_PATH = ""

ROOT_DIR = dirname(dirname(dirname(abspath(__file__))))
FILE_BON_PATH = ROOT_DIR + "\\YulgangVN\\Bones\\"

MESH_LIST = []
BONE_LIST = []
ANI_LIST = []
# registerNoesisTypes is called by Noesis to allow the script to register formats.
# Do not implement this function in script files unless you want them to be dedicated format modules!


def registerNoesisTypes():
    handle = noesis.register("YulgangVN - SKIN", ".skin;.bon;.ani")
    noesis.setHandlerTypeCheck(handle, checkSkinType)
    noesis.setHandlerLoadModel(handle, checkSkinLoad)
    # noesis.setHandlerWriteModel(handle, noepyWriteModel)
    # noesis.setHandlerWriteAnim(handle, noepyWriteAnim)

    noesis.logPopup()
    # print("The log can be useful for catching debug prints from preview loads.\nBut don't leave it on when you release your script, or it will probably annoy people.")
    return 1


# check if it's this type based on the data
def checkSkinType(data):
    if len(data) < 16:
        return 0

    return 1


# load the model
def checkSkinLoad(data, mdlList):
    global MESH_LIST
    global BONE_LIST
    global ANI_LIST
    ctx = rapi.rpgCreateContext()
    filePath = rapi.getInputName()   # get file path
    fileExt = filePath.split('.')[-1]  # get file extesion

    boneData = rapi.loadPairedFile("YulgangVN - BON", ".bon")
    aniData = rapi.loadPairedFile("YulgangVN - Ani", ".ani")

    # create parser
    yulgangParser = YulgangParser(data, boneData, aniData, fileExt)

    MESH_LIST = yulgangParser.parseSkin()
    BONE_LIST = yulgangParser.parseBon()
    ANI_LIST = yulgangParser.parseAni()

    mdl = NoeModel(MESH_LIST, BONE_LIST, ANI_LIST)
    # important, don't forget to put your loaded model in the mdlList
    mdlList.append(mdl)

    return 1


def normalize(v, tolerance=0.0001):
    mag2 = sum(n * n for n in v)
    # print(mag2)
    if mag2 != 0.0:
        if abs(mag2 - 1.0) > tolerance:
            mag = sqrt(mag2)
            v = tuple(n / mag for n in v)
    return v


def axisangle_to_q(v, theta):
    v = normalize(v)
    x, y, z = v
    theta /= 2
    w = cos(theta)
    x = x * sin(theta)
    y = y * sin(theta)
    z = z * sin(theta)
    return x, y, z, w


class YulgangParser(object):
    def __init__(self, skinData, boneData, aniData, fileExt=""):
        self.skinStream = NoeBitStream(skinData)
        self.bonStream = NoeBitStream(boneData)
        self.aniStream = NoeBitStream(aniData)
        self.fileExt = fileExt
        self.bones = {}  # new
        return

    def parseBon(self):
        global BONE_LIST
        if self.bonStream is None:
            print('Data stream is null')

        # MAIN_BON_FILE_NAME = filePath.split('\\')[4]

        # boneFile = open(FILE_BON_PATH + 'bone' + ".txt", "w")
        boneNameList = []  # create arrray to contain all bone name

        boneCount = self.bonStream.readInt()  # read bone count
        print('Bone Count: ' + str(boneCount))

        noeBones = []
        for i in range(boneCount):
            currentOffset = self.bonStream.tell()  # get current offset

            boneName = self.bonStream.readString()  # read current bone name
            boneNameList.append(boneName)

            self.bonStream.seek(currentOffset + 50,
                                NOESEEK_ABS)  # seek 50 bytes

            bonePName = self.bonStream.readString()  # read parent bone name
            self.bonStream.seek(currentOffset + 100,
                                NOESEEK_ABS)  # seek 50 bytes

            boneMatrix = NoeMat44.fromBytes(
                self.bonStream.readBytes(64)).toMat43()

            # create NoeBone
            noeBone = NoeBone(len(noeBones), boneName,
                              boneMatrix, bonePName, -1)

            # new - it creat dict bonename==> index
            self.bones[boneName] = noeBone
            noeBones.append(noeBone)

        # check if bone doesnt have info from birnary file, create empty infor for it
        # e.x: Scene Root
        for noeBone in noeBones:
            if noeBone.parentName not in boneNameList:
                parentBone = NoeBone(
                    len(noeBones), noeBone.parentName, NoeMat43(), "", -1)
                self.bones[parentBone.name] = parentBone
                noeBones.append(parentBone)  # add to main list
                break

        # calculate bone parent index
        for bone in noeBones:
            if bone.parentName in self.bones:
                bone.parentIndex = self.bones[bone.parentName].index
                # boneFile.write(str(bone.index) + "::" + bone.name + "::" +
                #                bone.parentName + "::" + str(bone.parentIndex) + "\n")  # write to file

        # print("Write file " + 'bone' + ".txt success!")
        # boneFile.close()  # close file

        return noeBones

    def parseSkin(self):
        if self.skinStream is None:
            print('Data stream is null')
        elif self.fileExt != 'skin':
            print('Selected file is not Skin format')

        self.skinStream.readUByte()    # number of mesh in file

        vertexCount = self.skinStream.readInt()
        indicesCount = self.skinStream.readInt() * 3
        weightCount = self.skinStream.readInt()
        materialCount = self.skinStream.readInt()

        vertPostList = []
        indiceList = []
        weights = []
        vertUVList = []
        skinIdList = []
        matList = []
        skinWeightList = []
        skinIndiceList = []

        self.skinStream.readBytes(6 * 4)  # unknow
        self.skinStream.readBytes(16 * 4)  # unknow
        self.skinStream.readBytes(16 * 4)  # unknow

        for i in range(vertexCount):
            curOffset = self.skinStream.tell()
            vertPostList.append(NoeVec3.fromBytes(
                self.skinStream.readBytes(12)))

            if weightCount == 1:
                seekOffset = curOffset + 36
                bwgt = [1.0]
                bidx = [self.skinStream.read("B")]
                self.skinStream.readUByte()
                self.skinStream.readUByte()
                self.skinStream.readUByte()
                self.skinStream.readBytes(4 * 3)
                uv = NoeVec3()
                uv.vec3 = self.skinStream.read("ff")+(0,)
                vertUVList.append(uv)
            elif weightCount == 2:
                seekOffset = curOffset + 40
                w1 = self.skinStream.readFloat()
                w2 = 1.0 - w1
                bwgt = [w1, w2]
                bidx = self.skinStream.read("BB")
                self.skinStream.readUByte()
                self.skinStream.readUByte()
                self.skinStream.readBytes(4 * 3)
                uv = NoeVec3()
                uv.vec3 = self.skinStream.read("ff")+(0,)
                vertUVList.append(uv)
            elif weightCount == 3:
                seekOffset = curOffset + 44
                w1 = self.skinStream.readFloat()
                w2 = self.skinStream.readFloat()
                w3 = 1.0 - w1 - w2
                bwgt = [w1, w2, w3]
                bidx = self.skinStream.read("BBB")
                # print(bidx)
                self.skinStream.readUByte()
                self.skinStream.read("fff")
                uv = NoeVec3()
                uv.vec3 = self.skinStream.read("ff")+(0,)
                vertUVList.append(uv)
            elif weightCount == 4:
                seekOffset = curOffset + 48
                w1 = self.skinStream.readFloat()
                w2 = self.skinStream.readFloat()
                w3 = self.skinStream.readFloat()
                w4 = 1.0 - w1 - w2 - w3
                bwgt = [w1, w2, w3, w4]
                bidx = self.skinStream.read("BBBB")
                self.skinStream.read("fff")
                uv = NoeVec3()
                uv.vec3 = self.skinStream.read("ff")+(0,)
                vertUVList.append(uv)
            # weights.append(NoeVertWeight(bidx, bwgt))
            self.skinStream.seek(seekOffset, NOESEEK_ABS)
            skinWeightList.append(bwgt)
            skinIndiceList.append(bidx)

        # read indiceList
        for i in range(indicesCount):
            indiceList.append(self.skinStream.readShort())

        # read matertial list
        meshList = []
        new = open("log.txt", 'w')  # outside Noesis log file
        for i in range(materialCount):
            weights = []
            new.write(str(i)+"\n")
            mat = NoeMaterial("", "")
            matList.append(mat)

            self.skinStream.readInt()
            matIDStart = self.skinStream.readInt() * 3
            matIDCount = self.skinStream.readInt() * 3
            self.skinStream.readInt()
            self.skinStream.readInt()
            boneMap = self.skinStream.read("28i")
            # print(boneMap)

            mesh = NoeMesh(indiceList[matIDStart:matIDStart+matIDCount], vertPostList, str(i).zfill(2))
            mesh.uvs = vertUVList

            # procedure to get correct vertex bone index
            newSkinIndiceList = []
            for i in range(vertexCount):
                newSkinIndiceList.append(skinIndiceList[i])
            for idx in indiceList[matIDStart:matIDStart+matIDCount]:
                bidx = skinIndiceList[idx]
                bwgt = skinWeightList[idx]
                newbidx = []
                new.write(str(idx)+str(bidx)+str(bwgt)+'\n')
                for m in range(len(bidx)):
                    newbidx.append(boneMap[bidx[m]])
                newSkinIndiceList[idx] = newbidx

            for i in range(vertexCount):
                weights.append(NoeVertWeight(
                    newSkinIndiceList[i], skinWeightList[i]))
            mesh.weights = weights
            meshList.append(mesh)
        new.close()

        return meshList

    def parseAni(self):
        global BONE_LIST
        if self.aniStream is None:
            print('Ani stream is null')
            return 0
        if len(BONE_LIST) == 0:
            print('Bone List is empty.Please parse BON first')
            return 0
        print("bones:", len(self.bones))

        animList = []
        noeKeyFramedBones = []
        self.aniStream.seek(512, NOESEEK_ABS)  # ignore 512 bytes

        boneCount = self.aniStream.readUByte()   # get bone count
        curBone = NoeBone(0, "", NoeMat43())

        for i in range(boneCount):
            currentOffset = self.aniStream.tell()

            name = self.aniStream.readString()  # read bone name
            curBone = self.bones[name]  # get bone by name

            self.aniStream.seek(currentOffset + 50, NOESEEK_ABS)  # seek 50 bytes
            # get bone pose matrix
            matrix44 = NoeMat44.fromBytes(self.aniStream.readBytes(64))  # .inverse()
            # print(matrix44)
            matrix43 = matrix44.toMat43()
            # print(matrix43)

            quatFromMatrix = matrix43.toQuat()
            transFromMatrix = matrix43[2]

            posNoeKeyFramedValues = []   # array contain list translation
            translateFrameCount = self.aniStream.readInt()
            for j in range(translateFrameCount):
                time = self.aniStream.readInt() / 320.0
                xp = self.aniStream.readFloat()
                yp = self.aniStream.readFloat()
                zp = self.aniStream.readFloat()
                if time > 0:  # ignroe frame 0
                    vector = NoeVec3((xp, yp, zp))
                    transMatrix = transFromMatrix.__mul__(vector)
                    # print(transMatrix)
                    posKeyFrameValue = NoeKeyFramedValue(time, vector)  # create instance
                    posNoeKeyFramedValues.append(posKeyFrameValue)   # add to list

            rotNoeKeyFramedValues = []   # array contain list rotation
            rotateFrameCount = self.aniStream.readInt()
            for j in range(rotateFrameCount):
                rotTime = self.aniStream.readInt() / 320.0
                v = self.aniStream.read("3f")  # read vector
                angle = self.aniStream.read("f")[0]  # read angle
                # convert vector + angle to QUAT
                if rotTime > 0:  # ignore frame 0
                    quat = axisangle_to_q(v, angle)
                    rotMatrix = NoeQuat()
                    rotMatrix.quat = quat
                    rotMatrix = quatFromMatrix.__mul__(rotMatrix)
                    rotKeyFrameValue = NoeKeyFramedValue(
                        rotTime, rotMatrix)  # create instance
                    rotNoeKeyFramedValues.append(
                        rotKeyFrameValue)   # add to list

            # create NoeKeyFramedBone
            if len(self.bones) > 0:
                actionBone = NoeKeyFramedBone(self.bones[name].index)
            else:
                actionBone = NoeKeyFramedBone(curBone.index)

            actionBone.setRotation(rotNoeKeyFramedValues,
                                   noesis.NOEKF_ROTATION_QUATERNION_4)
            actionBone.setTranslation(
                posNoeKeyFramedValues, noesis.NOEKF_TRANSLATION_VECTOR_3)

            # add to keyframedBones list
            noeKeyFramedBones.append(actionBone)

        # create NoeKeyFramedAnim
        anim = NoeKeyFramedAnim(
            "Animation 1", BONE_LIST, noeKeyFramedBones, 10)

        # add to animList
        animList.append(anim)
        return animList
Sample data:
Data.7z
( A Monster Cat in game)
Sample data 2: https://1drv.ms/u/s!AtK3xgihMkhwhI5X4qoASMisva14PQ (Blacksmith)
Blacksmith's IDLE animation demo: https://www.youtube.com/watch?v=AEAQaz0KKWo

Current problem is the translation animation (Mesh floating up and down a little)
You do not have the required permissions to view the files attached to this post.
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

Up for help !!!!!
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

Up for help ....
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

Up for help
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

Up for helppppppp........
tainhx
advanced
Posts: 53
Joined: Tue Jun 26, 2018 10:03 am
Has thanked: 2 times
Been thanked: 1 time

Re: [HELP] Get Bone and Animation for model

Post by tainhx »

Up for help
Post Reply