Modelling node and animation problem

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Modelling node and animation problem

Post by Asteroth »

This is part of my continuing quest to make a decent looking skeleton without a shield.

Okay following the procedures outlined in Skuggasveinn's tutorial I exported my file (in this case skeleton warrior) from GMT to .obj where i opened it up in blender. In blender I then proceded to delete the models shield (and open three of it's fingers so it wasn't clutching anything before being thwarted on the fourth). After that I ran into huge problems with textures and UV maps (mentioned on my 'skeleton and its shield' thread), however I actually solved those. Now, however, I am still left with two problems. First, The model seems to have only one, or two depending on how you count it, node. Node 0 rootnode and node 1 MainObject. Also no animations work. The creature is scripted as a cloneObject of the skeleton so in theory skeleton animations would work were it not for the weirdness.

I have a strong feeling that these problems are connected. Does anyone know what to do? If I can get this thing working, I can then try to find out how to lower that arm in animations.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
Brodie301
Posts: 286
Joined: Sun Apr 08, 2012 6:00 pm
Location: Mississippi, USA

Re: Modelling node and animation problem

Post by Brodie301 »

Don't think anyone has animations working yet. Think JohnWordsworth and Issac are almost there. Check the GMT thread.
The FORCE is with me!!!
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Modelling node and animation problem

Post by Asteroth »

But that doesn't explain why the nodes all disappeared and why unmodified animations don't work.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: Modelling node and animation problem

Post by Xanathar »

I don't know with Blender, but with 3dsmax if you save it in .obj it will lose all hierarchy and node naming information. I usually save as .dae (Collada) but even that does some name mangling under the hood and names are not so well preserved.
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Modelling node and animation problem

Post by Asteroth »

So if this is normal, then are my problems connected? Does one either need to follow a different procedure to modify objects with animations, or does my node problem have nothing to do with the animation problem?
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Modelling node and animation problem

Post by JohnWordsworth »

Hi Asteroth, I'm afraid the Grimrock Model Toolkit doesn't support exporting full node / bone structures out from Grimrock Models yet, so it's not possible to export an animated model, edit it and then re-import it with the GMT (well, without losing animation support on that model). Unfortunately, this is a limitation of the OBJ file format. I'm working on adding FBX import/export through a C++ library and/or export of DAE files (including animations) from the Toolkit.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Modelling node and animation problem

Post by Asteroth »

Oh, okay then I guess this is solved for now. (cuuursses, will I ever be able to make that thing?!)
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Modelling node and animation problem

Post by JohnWordsworth »

@Asteroth: Heh, while things have slowed down a bit, the Assimp-Net wrapper I use has just been upgraded to support the Export API apparently, so I might be able to get it all working within the next few days!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Modelling node and animation problem

Post by Skuggasveinn »

That's great news John, I've been working on some animated animals that are simply waiting for a change to rip something to pieces :D

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: Modelling node and animation problem

Post by Xanathar »

If you just want to remove the shield from the skeleton you can use the GMT to set the scale at 0 of the object "shield" in the animation files.
You can then use the GMT or the Animation Editor to change the rotation of the object "forearm_l" and eventually "arm_l" otherwise the skeleton would look like a waiter :)
However it's not intuitive and requires a very lot of trial and error (and time) :(
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
Post Reply