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Author Topic: Additive Animations  (Read 16741 times)
peterzhenhh
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Re: Additive Animations
« Reply #15 on: September 18, 2022, 19:41 »

@DontWanna404 on Bilibili succeed in making it!
https://www.bilibili.com/read/cv15685470/

Is it possible to merge this feature into Umodel and ActorXImporter?
« Last Edit: September 19, 2022, 18:32 by peterzhenhh » Logged
spiritovod
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Re: Additive Animations
« Reply #16 on: September 21, 2022, 01:19 »

@peterzhenhh: If I understood correctly, this implementation is aimed for some particular game (or rather some particular skeleton), while you need more general implementation for it to work with other games. Otherwise you could use this max script directly by simply converting psa for base and additive animations to fbx (umodel can export additive animations, it's just they're useless without merging with base animation) and merging them by the script with respective setttings. I can be wrong though, didn't dig into it much.
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peterzhenhh
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Re: Additive Animations
« Reply #17 on: September 26, 2022, 18:29 »

I uploaded custom tools here:https://github.com/PeterZhenhh/PSA_ImportHelper
I tested them on superpeople and back 4 blood. Create "issue" there if there's any bug or suggestion. I will update there.
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SanityVisuals
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Re: Additive Animations
« Reply #18 on: October 13, 2022, 22:44 »

I can't download from Baidu, as I'm in the UK, any other way to get that tool?
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JUGGERNUT
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Re: Additive Animations Solved in UDK
« Reply #19 on: November 01, 2022, 05:10 »

To those who still are wondering how to convert an additive animation exported from umodel back into a "FULL" animation, I did a video on it.


However sometimes you need to do a bit more to fix the anims (sometimes the bones location are off), and Bmbr gave me some instructions on that where he fixed it for Gears 1 but I could not figure it out.....

"all i did was to apply the anim pose for every keyframe
so you had with the animset those 1 frame idle anims
i had jus copied that pose and then press I and choose location
and you need to apply correct pose for every anim"
"i think it can be done via editor
cause when you sent me the fixed offsetz anims
i didnt had to put all poses to each keyframe"
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AsutoraGG
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Re: Additive Animations Solved in UDK
« Reply #20 on: December 04, 2022, 15:15 »

To those who still are wondering how to convert an additive animation exported from umodel back into a "FULL" animation, I did a video on it.


However sometimes you need to do a bit more to fix the anims (sometimes the bones location are off), and Bmbr gave me some instructions on that where he fixed it for Gears 1 but I could not figure it out.....

"all i did was to apply the anim pose for every keyframe
so you had with the animset those 1 frame idle anims
i had jus copied that pose and then press I and choose location
and you need to apply correct pose for every anim"
"i think it can be done via editor
cause when you sent me the fixed offsetz anims
i didnt had to put all poses to each keyframe"
Is there a way to reproduce this in UE4?
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