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Animation File Format

Posted: Fri Mar 08, 2013 9:58 pm
by LordGarth
What type of animation file format can be loaded into the Grimrock Toolkit and is there a free 3d modeling software that exports model animations into that format?

Thx,

LordGarth

Re: Animation File Format

Posted: Sat Mar 09, 2013 2:15 am
by germanny
Yeah, blender3D.
Cant say anything yet, i´m pretty overloaded with the dm wallset.
I have imported animations with gmt, and it works.
I want to create at least one complete monster before i do a tutorial.

Stay tuned^^

Re: Animation File Format

Posted: Sat Mar 09, 2013 4:37 am
by LordGarth
Imported what kind of animation and from what software.

Thx,

LordGarth

Re: Animation File Format

Posted: Sat Mar 09, 2013 5:41 am
by msyblade
pretty sure you're trying to work with .Fbx filetype on the animations. On the LotNR chat, John Wordworth assured us that he is close to a breakthrough, and we may have animation capability by as early as next week!! So, cross your fingers boys, it may be a new world soon! (Right now the mesh weights are getting scrambled at some point in the conversion process and he is trying to nail down the culprit.)
Hope this is helpful!

Re: Animation File Format

Posted: Sat Mar 09, 2013 6:49 am
by JohnWordsworth
I have managed to get animation into Grimrock using the GMT alone. Unfortunately, I'm not too bad at 3D modelling but have never done any animation - so the few files that I have imported using the GMT and Assimp have been downloaded randomly from the web. I've got a couple of .x files that have worked, and a few that don't. Assimp seems to support a bunch of other 'game' based formats too - so while it's a round-about trip - there might also be a nice solution such as 'Blender -> Half-Life 2 -> GMT' or something like that. However, for the first few people that do this there will likely be a lot of trial and error with export settings. I cannot give you the solution here I'm afraid. To be fair, there are likely also bugs in the GMT with regards to animation as it's not really been tested much with them.

Alternatively, I've resurrected my Fbx2Grim application which will be a command line application to convert from Fbx to Grimrock 3d. It works for static meshes at the moment, but there are a couple of animation bugs that I'm working through at the moment. Now that I've got back into the code after our move to Vancouver, I'm hoping to resolve the remaining issues this weekend and get a beta out very soon!

Re: Animation File Format

Posted: Sat Mar 09, 2013 12:15 pm
by Komag
That sounds very promising! :)