Open itspacchu opened 6 years ago
Can you send me the original model and seanim files?
I know this is old but I have an issue when applying an animation on characters with facial bones Then the jaw and brows make a weird rotation Where the rest still looks normal Models and seanim used: head_hero_yuri_a.xmodel body_juggernaut_nogear.xmodel dubai_finale_showdown_yuri.seanim
Which game / map are those models from?
Game is MW3 And it’s the last mission But you Can try it with every model and anim for characters Beacuse it happens with the ones i have tried so far Wich is around 8 characters
I don't have MW3 installed at the moment, can you send me those files?
@Sinfulprashant I believe that the issue in your screenshot is a result of transformations that are automatically applied to the model on import (this is specific to whatever file format you used). Certain model formats appear to automatically apply Y-Up to Z-Up transformations on import, which essentially invalidates the skeleton for seanim import.
Sorry for late reply Busy week Well here there are (Head,Body,seanim) https://mega.nz/#!WJRkEKwC!m-_C1HqwJA2QNfHB9qDc_7Gion-uuUJGDdHcPIeKuE4
I feel that I'm running into this same problem, only that I'm working with completely different models and animations. All of them originate from Super Smash Bros. Ultimate for the Nintendo Switch. My post about this at https://www.vg-resource.com/thread-34836-post-652235.html#pid652235 A post containing the model and animation files is at https://www.vg-resource.com/thread-34836-post-650714.html#pid650714
First, the original files are in new formats beginning with .nu*, so a intermediary program must be used for exporting the models and animations, tow of which are listed below:
I already solved the scaling problem by reverting the g_scale factor to 1.0, so I'm not too concerned about that. What I am concerned about is that I end up with different results depending on the format I export models to, which currently are .dae (Collada) and .smd (Source Engine data). Animation files work flawlessly on the latter format, but not on the former format, where in that case, the skeleton deforms correctly, but not the meshes. My version of exported models, located at https://gitlab.com/Worldblender/smash-ultimate-models-exported, uses the .dae versions as the base, and I want to avoid redoing all my work if I can.
@RQWorldblender I believe that Collada models may have their axes modified when imported into Blender, but I haven't had the chance to check yet.
@SE2Dev This is for one of my .dae exported models, showing Piranha Plant in its turn animation.
This is for an imported .smd model, showing Pac-Man in its 1st wait animation.
I'm trying to reach the point where meshes will deform correctly for my models, like in the second screenshot, and I know what has to happen: convert the bones so that they use the z-axis as the up axis. I tried almost everything I can to fix this problem myself, but nothing good besides the scaling issue has been solved by my efforts... I can't find any options to disable axis conversions for .dae import, and now I'm stuck, unless I want to create new animations from scratch that I lack enough experience to make. I can't even do a simple walk cycle for any character, that's how inexperienced I am right now.
Again, I really don't want to redo all the models I finished so far, but if it must happen, I can start over with .smd models as a base. It will just consume much more time to have them redone before I reach anymore future projects utilizing them.
P.S. I saw that there isn't a license file in this repository; I can't tell if this addon is actually open-source or not without one.
@RQWorldblender I'll look into it some more this weekend. Also nice catch on the license thing - I didn't even notice that I forgot to add one.
Edit: I added the missing license file in 21b5755 - the plugin is MIT licensed.
Edit2: It definitely looks like Blender automatically rotates Collada objects on import / export - but may not properly recalculate the bone matrices - resulting in the broken animations you're seeing.
@Faithfullfaun This issue appears to affect Black Ops as well, however it seems to be an issue with Blender-CoD's skeleton merging algorithm rather than io_anim_seanim. So I recommend creating an issue there instead.
As you can see below, with a merged skeleton the issue does exist:
However, importing the animation on the head only appears to function correctly:
@SE2Dev Oh dear, I didn't know that the bone matrices would never be recalculated, and that really looks like it's out of my control. Is there something I can do to workaround this problem, or there's no way? If the only option left is to start over my models with .smd files as the base, I will have no choice but to spend additional time with them. Edit: I wonder if the info in the manual at https://docs.blender.org/manual/en/2.79/rigging/armatures/bones/editing/transform.html?highlight=recalculate%20roll#bone-roll would help me. It may help me, but I don't know where I should go from here. I can do trial-and-error to find out what will solve my problem, but it might be somewhat time-consuming.
For reference, I am planning on using the animation files (once they are converted from .nuanmb to .seanim) for these projects of mine (there is no deadline for both, so there's no need to feel pushed or rushed):
https://gitlab.com/Worldblender/ssbu-karts-for-stk, for SuperTuxKart - An addon collection for this kart racing game featuring the entire Smash Ultimate roster, plus DLC characters. Race as one of over 70 Smash fighters in a variety of tracks and modes! Do a grand prix, or duke it out in battles with other karts! Where will the animations be used: winning, losing, jump, backpedal, and kart selection screen animations. There is no place other than the ones I mentioned to use the animation files, otherwise I will have to create new ones from scratch. This project already has files available, and are ready-to-deploy. All files have been adjusted for the next release 0.10, and will be enhanced once I have a solution that will allow me to reuse the animation files without causing my models' meshes to become badly distorted.
Another project that is voxel exploration-based, using Minetest as the base. It will appear as a mod that allows changing the player model to one of over 70 Smash fighters. Explore a huge voxel-based world with your favorite Smash fighter! Build a world of your own, or mine underground for resources! Expand the Smash fighters' adventure with mods for a better experience! Animations will be used here more often, for all the actions that the player can take. However, this project is best worked on with existing animations, as creating new ones will be very time-consuming for me. This project is not yet in existance, as I am awaiting a solution that will allow me to reuse the animation files without causing my models' meshes to become badly distorted. It may also not be started on until after the next release 5.0.
I am having the same issue that the first person was having. It does this with all Animations tried
I've been busy with my own set of scripts, found at https://gitlab.com/Worldblender/io_scene_numdlb to solve this problem I had earlier. Eventually, I learned that the way that bones point that can also cause meshes to deform incorrectly, if their bone roll (head-tail axis) does not match the direction the bone points towards. This is actually more of a bones problem, as it is possible for them to not be setup correctly. The workaround (for bone matrices set in global space) is to transform them first, set the bones to their matrices, and then resize their length based on armature dimensions. The SMD importer does this, and I implemented this functionality in my NUMDLB scripts.
@Hackerknownas4 What format was the model you imported?
@SE2Dev .Owmdl
https://gfycat.com/GiddyOrnateGeese that explains everything