Model Scaling

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JohnWordsworth
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Re: Model Scaling

Post by JohnWordsworth »

Meant to respond to this when it was posted - but then didn't get near my PC hardly in two days (getting withdrawal shakes!).

1. This is probably obvious by now, but basically the transform properties (including scale) of bones stored in the model file are ignored when the model is animated and the full properties of the bone transforms are taken from the animation file instead. So, scaling a monster model has no effect - you have to scale each animation instead.

2. The GMT does a bit of animation tweaking but the Animation Editor is an excellent tool designed to do more than the GMT. For others reading though, the GMT had a few tools on the animation tab if you've just imported a .x file say and need to rotate the animation!

3. After you have a new, small monster using new animation files you will need to define some new animation events that tell the game which frame of animation is the one that is meant to be the frame that the actual attack is made. Best bet is to copy the defineAnimationEvent entries from the asset pack for the previous animations and just change the 'animation' path to you mod_assets animation.

4. I'm not 100% sure about bounding boxes, but I don't think they have any affect in mellee combat... Try (3) and if that doesn't work, then I'm probably wrong! :p
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
flatline

Re: Model Scaling

Post by flatline »

HaunterV had the same issue with his mini-Ogres. It has nothing to do with the boxes, iirc.
Here's Zanathars response regarding melee doing no damage. HaunterV got his mini-Ogres to work after this.
Xanathar wrote:No, there is no collision detection in animation in the end - and for me it's working so no problem.

A checklist of a couple of things for you to understand why it isn't working:

Double check the file names of animation files
Check that an import "mod_assets/scripts/animation_events.lua" is in init.lua (it isn't by default) or simply defineAnimationEvent somewhere else.
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