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[HELP] Skeleton,Node,Capsule
Posted: Thu Apr 17, 2014 8:08 pm
by survival
Need some help to do some nodes/capsule is required by animation skeleton,but this model has only 3 nodes , any ideas how to add more nodes ?
Re: [HELP] Skeleton,Node,Capsule
Posted: Thu Apr 17, 2014 8:44 pm
by JohnWordsworth
What software are you using to edit the original model? Did you make the model yourself or did you download it from somewhere?
Either way, you will need to load the model in an external 3D modelling tool such as 'Blender' (free) or '3DS Max' (if you're rich or a professional modeller). If the original file isn't rigged / doesn't have a skeleton - then it's quite a lot of work to add it. However, if the skeleton bones already exists then you just need to get that data from the file into Grimrock. Unfortunately, the GMT is unlikely to be able to do that (I've managed it once or twice, but it's not great).
Your options....
1. If you're using 3DS Max then there is a script on these forums specifically for managing that case.
2. If you're using anything else, then I've written a tool called
GrimFBX that will convert models and animations from .FBX format into Grimrock's .model format. FBX is a very wide specification however, and GrimFBX only supports a subset of that. A fairly simple model with a skeleton should work okay - anything with NURBS etc will need to be converted to polygons.
Let us know what you're using and we can help you more. If you're using Blender - Isaac can probably help you get the content in a format for GrimFBX and then into the game!
Re: [HELP] Skeleton,Node,Capsule
Posted: Thu Apr 17, 2014 9:12 pm
by survival
My software is Art of Illusions and Blender.
I have used GrimFBX to convert .fbx files but as u can see there is only 3 bones.
However I must get .fbx rigged file and thats means there is skeleton file comes with it ?
Let me find the model + skeleton , then we can move forward . still noob in this subject , but never is too late for learn something new

Re: [HELP] Skeleton,Node,Capsule
Posted: Thu Apr 17, 2014 11:13 pm
by survival
I got it now...
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 12:06 am
by germanny
OK, can you describe how you get it to work?
Give a description for all others, please!
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 12:18 am
by Isaac
I'm not sure that I understand the problem... beyond the obvious mention of needing to add a node. GMT can add nodes. I don't think Grimrock requires anything like a convex hull for collision, just a Just the bounds of the Mesh seem to work fine.
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 8:42 am
by maneus
survival wrote:I got it now...
Please give us a little turtorial how you did it.
Some of us surely want to animate things too but didn´t know how to do it.
So any help is welcome.
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 8:51 am
by Isaac
maneus wrote:Some of us surely want to animate things too but didn´t know how to do it.
So any help is welcome.
What kind of animation?
Like trap-doors and buttons, or like custom monsters? *These are (can be) done differently. An animated gear-box doesn't need bones, (but could have them). Monsters have to have a rigged skeleton parented to the model.
--{Not a tutorial per se, but a quick overview of the process as I understand it}-------------------
In recent versions of Blender you record animations using the default time-line, and/or as actions. Static objects like levers, buttons, and ~generally anything that moves, but does not deform, can simply be keyframed and exported as X, Collada, or FBX; [fbx is currently the easiest IMO, as John's GrimFBX automatically generates game ready asset files from the FBX model].
Record animations in Blender, and export them [ideally as FBX, and you can simply drag & drop the FBX on to the GrimFBX executable, and get a .model and .animation files].
For buttons and levers and trap doors, I find it best to load a bit of the surroundings [mesh models from the game], record the movement by keyframing object positions. Tweak the animation until you are happy with it, then export it. If a button, copy the definition of the button, give it a new name, and swap out the paths to your model and animation.
Dynamic objects like creatures, [additionally] use a skeleton to deform the mesh. You must attach (and animate) the skeleton to your model. To make a monster, pick the one closest to your idea from the game's creatures. Copy or clone the definition, make any statistical changes you need, and replace the model and all of the animations referenced with your own versions of the same actions recorded for your custom creature. [Walk for walk, hit for hit, turn for turn; make one for each animation in the definition.]
Test the animation or monster in game. At this stage they can work, but they cannot damage the party just yet (there is more to do). Next step (and important), you must define an animation event list for your monster. The easiest way is to load up the animation_events.lua file from the game [in the asset pack]; find the section for the monster you based yours on. read it, and see how it lists events by frame number. You need to step through your animations (in Blender) and change the frame numbers (in your definition) to match the events as they exist in your animations. If your monster's foot hits the ground on frame 14 and 26, then use those for your footstep events. If their weapon looks like it hits on frame 19, that's what you use for the attack event. This allows for the sound effects, and scoring damaging hits on the party; your monsters will never hit anyone without this defined.
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 10:14 am
by Leki
survival wrote:
Need some help to do some nodes/capsule is required by animation skeleton,but this model has only 3 nodes , any ideas how to add more nodes ?
You have only 3 nodes - it happens if you import "single mesh" model stored in *.obj into GMT:
- the 1st is RootNode
- second is "local_srt"
- the last one is mesh himself.
i.e. you don't have skleton and model is not rigged => you cannot animate it. There is not way to use *.obj to transfer skeletons etc from blender into grimrocks *.models files.
To extend issac's "how to", you also must do a propper linking in model structure, otherwise model will vanish from scene (or lose some parts) or flicker etc. In other word it's a hard task...
You can follow e.g. this to find some more info about:
viewtopic.php?f=14&t=3655&hilit=mummy
viewtopic.php?f=14&t=6494
EDIT: one more thing - animation's in grimrock skipps first key, so you have to cycle animation of monster from second key to last key. First one is used for "original model pose".
Note: I'm not sure, but it's LoG 1 engine feature and it will be different in LoG2, where animation will start from 1st key
Re: [HELP] Skeleton,Node,Capsule
Posted: Fri Apr 18, 2014 2:08 pm
by survival
Thx guys ...
Well that`s not easy at all , I dont have much time to work on skeletons , bones ( work , family )
To get to work one monster have to sacrifice lot of hours
I have tons of models but there are ony models .obj some .fbx - no skeleton , so ... best to do ,for me , is modding currently existing models and animations
Leki is a Boss - he is well skilled , he knows what to do better than me ...
