132 | | Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs. |
133 | | |
134 | | Blender |
| 132 | Note: Currently this has primarily been tested with 3ds Max. Some work may be needed to support other programs properly. |
| 133 | |
| 134 | ==== General ==== |
| 135 | |
| 136 | * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game. |
| 137 | * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton. |
| 138 | * Meshes must be made of triangles. |
| 139 | * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions. |
| 140 | * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named `prop-whatever`, where the ''whatever'' is the name of the prop point. The file `data/tools/atlas/lists.xml` lists the standard prop attachment points. That object should then be attached to a bone. |
| 141 | |
| 142 | ==== Blender ==== |
143 | | * Either: select one of the meshes, then do File -> Export Selected (and remember to select the right mesh each time you export); |
144 | | * or open the Properties dialog for one of the meshes, and set the User Defined Properties to export, and then do File -> Export. The other meshes will still be exported, but ignored when loaded into the game. |
145 | | * When selecting the filename to export, specify the lowercase extension .dae. The default is uppercase, which wont work. |
146 | | * Place the file into the game in the same way as you would with PMD or PSA files (in the /meshes and /animations directories, respectively). |
147 | | * Actors can point to the .dae file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (binaries/logs/mainlog.html) should say what was going on. |
148 | | |
149 | | Sketchup |
| 151 | * Either: select one of the meshes, then do ''File'' -> ''Export Selected'' (and remember to select the right mesh each time you export); |
| 152 | * or open the ''Properties'' dialog for one of the meshes, and set the ''User Defined Properties'' to `export`, and then do ''File'' -> ''Export''. The other meshes will still be exported, but ignored when loaded into the game. |
| 153 | * When selecting the filename to export, specify the '''lowercase''' extension `.dae`. The default is uppercase, which won't work. |
| 154 | * Place the file into the game in the same way as you would with PMD or PSA files (in the `/meshes` and `/animations` directories, respectively). |
| 155 | * Actors can point to the `.dae` file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (`OpenLogsFolder.bat` -> `mainlog.html`) should say what was going on. |
| 156 | |
| 157 | ==== Sketchup ==== |
164 | | * Rename the skeleton to Biped (so the root object is called Biped_GlobalSRT), so the game knows what skeleton structure to use. |
165 | | * Export with File -> Crosswalk -> Export -> Format = COLLADA 1.4.1. |
166 | | * Enable Export XSI Normals. Enable Convert Geometry to Triangles if the mesh is not already triangles. |
167 | | |
168 | | General |
169 | | |
170 | | * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game. |
171 | | * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton. |
172 | | * Meshes must be made of triangles. |
173 | | * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions. |
174 | | * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone. |
| 172 | * Rename the skeleton to Biped (so the root object is called `Biped_GlobalSRT`), so the game knows what skeleton structure to use. |
| 173 | * Export with ''File'' -> ''Crosswalk'' -> ''Export'' -> ''Format'' = ''COLLADA 1.4.1''. |
| 174 | * Enable ''Export XSI Normals''. Enable ''Convert Geometry to Triangles'' if the mesh is not already triangles. |