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Author Topic: Additive Animations  (Read 16699 times)
JUGGERNUT
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« on: December 06, 2011, 01:38 »

When extracted with umodel and used, they look like this:



Has anyone got extracted additive animations working?
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Theron
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« Reply #1 on: December 06, 2011, 03:37 »

Wow! That looks scary ! LOL !

btw: Its nice to see you here JUG ! Smiley
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JUGGERNUT
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« Reply #2 on: December 06, 2011, 04:09 »

Yeah, it's definitely an unexpected problem.

Good to see you here as well.
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Gildor
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« Reply #3 on: December 06, 2011, 08:08 »

I don't think you can use additive animations extracted from the recent engine versions (which looks ugly in a viewer).
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JUGGERNUT
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« Reply #4 on: December 06, 2011, 22:51 »

Ok, wasn't sure if I was doing something wrong or not, haha.
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Gildor
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« Reply #5 on: December 06, 2011, 23:03 »

I can support additive animation in Max importer, but it is not possible to support them in umodel because this would require some GUI setup (additive animation cannot be played pack without mixing with another non-additive animation).
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JUGGERNUT
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« Reply #6 on: December 08, 2011, 09:44 »

I figured out how to get it looking correct in UDK!

2 steps:

1.  Needed a "Dummy" animation, in animset had to create new additive animation from an animation.  Then on that additive animation used "subtract additive animation" and used itself to subtract from, making it a complete nothing additive animation...

2.  Made all other ADD_ animations using the "Dummy" animation (all default options).

Bonus: Learned that it's impossible in matinee to use seperate anim tracks in matinee to combine animations, but can combine additive animations in animset and then use those in matinee.
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Gildor
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« Reply #7 on: December 08, 2011, 09:51 »

I figured out how to get it looking correct in UDK!
...
Nice! Smiley
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huatson
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« Reply #8 on: September 01, 2014, 23:24 »

I figured out how to get it looking correct in UDK!

2 steps:

1.  Needed a "Dummy" animation, in animset had to create new additive animation from an animation.  Then on that additive animation used "subtract additive animation" and used itself to subtract from, making it a complete nothing additive animation...

2.  Made all other ADD_ animations using the "Dummy" animation (all default options).

Bonus: Learned that it's impossible in matinee to use seperate anim tracks in matinee to combine animations, but can combine additive animations in animset and then use those in matinee.

God Day Yall !

Juggernaut, i know, this is an old thread..so ...the question is about 1st step..could you please help me about this.
1. Dummy refered as Dummy T-Pose or something ?
2. Dummy lenght sequence same as Additive one ?
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friuns
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« Reply #9 on: March 31, 2018, 18:21 »

Hi Gildor any plans make that feature in 3ds max importer yet?
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Gildor
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« Reply #10 on: March 31, 2018, 21:05 »

Hi. No, ActorX Importer didn't get any important updates for a long time. Additive animations aren't supported neither in UModel nor in importer.
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peterzhenhh
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« Reply #11 on: October 13, 2020, 17:09 »

I can support additive animation in Max importer, but it is not possible to support them in umodel because this would require some GUI setup (additive animation cannot be played pack without mixing with another non-additive animation).

Could you please release a update for max importer to add additive animation support.It would be helpful to make some animation useable.We will appreciate it if you could spare some time on it.Thanks in advance!
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Gildor
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« Reply #12 on: October 13, 2020, 17:12 »

I do not have 3ds Max installed anymore.
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peterzhenhh
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« Reply #13 on: October 13, 2020, 21:11 »

So,is there any other way to add the bone transform from basepose to additive in UE4 or 3dsmax?
It seems to work in UDK,but I don't know how to do it in UE4 or 3dsmax.
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peterzhenhh
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« Reply #14 on: October 14, 2020, 14:07 »

Here is the samples:https://drive.google.com/drive/folders/1cALgi9TydesVs8hn52jm3jUrwYPsvKxH
Game:Extopia UE4.15
I hope to apply base animation as refpose and apply try to add bone transform to additive animation.But how to deal with it?


* AdditiveWrong.png (105.97 KB, 1020x824 - viewed 309 times.)

* base.png (196.39 KB, 1020x824 - viewed 316 times.)
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