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报告翻译问题
If you take a look at the last screen shot above, it shows all the changes i made to achieve this in the construction set. To extend it to other races i believe you would just open up the race file and attach the animation file that is in the mod to whichever race you want.
I made this over 4 years ago and don't have it installed anymore so things might have changed.
If you didn't delete them before importing the new ones that might help.
No need to rename the mesh as you won't use it and that is what the skeleton will link to in the game. Maybe changing the mesh name did it?
The body mesh is always weighted to the skeleton when importing like I did in the video, I've never seen it not link to the mesh it is a imported with. :(
The template skeletons were syncronized with their bodies, but I couldn't apply the poses to them correctly. It's just the imported files that are not connected to eachother.
This is what I see:
https://i.imgur.com/9kTNJKp.jpg
Sorry~ I meant after you export the mesh with the skeleton and animations you will get two files, a skeleton which has the animations that you overrided and saved and also a mesh for each skeletion you export (you don't need the exported mesh).
In blender when you import the skeleton and mesh together like in the video, go to the bottom and put it in pose mode then hit A to select the entire skeleton (2:40). Then go to the right and find pose library and open then go through the list and find the idle_poses you would like to alter.(2:58)
After you select a pose from the pose library list on the right you need to hit the little life preserver icon (3:02ish) and then it will repair and add the pose to the window just to the left of that list. When you see the pose loaded in the little window select each one and then hit the little magnifying glass to the right (3:10) and it will put the skeleton and the mesh in that pose. From there it is altering the positions of each bone.
Once you have the skeleton posed as you would like it you will go to the bottom and find Pose and then Pose Library from the list (4:42) then add new pose, replace existing, and select the pose that you altered. Then you can go back to the right and check to see if the pose was saved. (4:58) After you do that with each pose you want to alter then it is deleting all the un altered poses from the NLA list on the left in the video (5:09) select each one with left click and hit x to delete. (Don't delete the ones you altered) :D
The last step is exporting your mesh and skeleton with tangents and bi-normals checked and also skeleton and animations checked. (8:00)
The mesh it makes can be deleted and isnt needed.
I link the video here for you (above with screens) hope it helps, i struggled through this as it has been awhile since i played with animations and i am a blender amature as well.
Let me know if you have any further questions as there is no commentary in the video lol.
I've managed to import the skeleton file. Figured what I did wrong. What I had tried doing was importing 'female_skeleton.skeleton' instead of 'female_skeleton.mesh' Now I have access to the poses, but for some reason I can't view them at all. The model just stands in its default position no matter what I do.
I made a no frills 8 min video that shows everything from import to export for this, I'll upload and link here tonight.
There is a link to lo-fi animation modding explanation here, aside from the info they provide it was mainly trial and error. I watched a few you tube videos on animating in blender that did help me learn the wheres/whats and shortcuts in blender for animating.
I might be able to add a short video here with an example of how i did it in blender.
Is there any tutorial for this that you could recommend? The only tutorial I've seen is for making custom animations, but I'm really only interested in adding my own idle poses. At least for the moment.
The good thing about these overrides is they can be added to a single character or race with no effect to the rest of the world.
I'll get to combining the more realistic ones and adding to other races eventually too.
In the fcs there are 2 things you need for new animations, the animation file where you add your skeleton with your animations (placed on everyrace) and animations which is the main list of all existing ones, here you need to make each new animation you made with the name you used in blender for each one. So if your adding 3 new poses you need three new animations in the fcs .
If you've made additional idle poses then you have to create new animations for each in the fcs and give them the same name as you did in blender, also every race has to have the skeleton file as an animation file if you've added vs override.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1501885795
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1557109851
here's afew more :D more to come but i have alot of stuff im working on and like to bounce around to keep it fresh. Thanks!
I will be working only with override animations and poses like these moving forward.
When adding an animation or pose vs overriding existing ones it creates many issues because when you add even one animation to the list it requires all races even ones not playable to have that animation file or it will cause glitches and crashes. On top of that which is alot of work, adding even afew addition poses to every race in the game (that means every npc in the game is affected) increases the memory demand greatly causing the game crash issues due to memory.
I tested even with half these poses (exact same file just renamed) added as additional vs over ride and still had issues.
After finding what i had missed and making the male versions of the poses and then adding them under animations in the fcs and adding an animation file with the skeleton for each male and female to Greenlander, the poses work fine as additions for Greenlanders... but now everyother race also has 15 poses but no animation files attached creating the same problem i had with the greenlander male when i added the additional poses to just female.
The only solution i can see is if any custom (additional) animations or poses are added then all races need the animations for both male and female. ( I would imagine this to be true for combat aswell )
Currently the females have all 15 poses working in my test version but im going to correct them before next change as i have to build the male poses anyway.
The one good thing about these being override poses instead of additional ones is that the mod can be turned on and off with existing saves and doesn't cause problems as its just placing a pose instead of the default.