Changes between Version 12 and Version 13 of BasicAnimationImplementation


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Timestamp:
Aug 27, 2013, 1:42:04 PM (11 years ago)
Author:
wraitii
Comment:

I had forgotten to put something fairly important.

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  • BasicAnimationImplementation

    v12 v13  
    8787</skeletons>
    8888}}}
    89  As you can see, there are also `<bone>`           blocks, which are hierarchically defined in <standard_skeleton> (RowingBoatBone           is the parent of RightRow           and LeftRow          ).[[BR]]          If you want to use this skeleton, you thus need an armature which has a main bone named RowingBoatBone           (see step 7 above on how to rename bones), and two bones RightRow           and LeftRow          , both having RowingBoatBone           as their parent (see step TODO). If such a scheme makes sense for your model (for example if you're making a new rowing boat), you can then use this skeleton by naming your bones appropriately.[[BR]]
     89 As you can see, there are also `<bone>`           blocks, which are hierarchically defined in <standard_skeleton> (RowingBoatBone           is the parent of RightRow           and LeftRow          ).[[BR]]          If you want to use this skeleton, you thus need an armature named "RowingBoat" (as per the "identifier" block) which has a main bone named RowingBoatBone           (see step 7 above on how to rename bones), and two bones RightRow           and LeftRow          , both having RowingBoatBone           as their parent (see step TODO). If such a scheme makes sense for your model (for example if you're making a new rowing boat), you can then use this skeleton by naming your bones appropriately.[[BR]]
    9090
    91  * '''STEP 1-B: creating a new skeleton''' Since our model is a crate, it doesn't make sense to use any existing skeleton. Thus, we will create our own. Copy any of the files in binaries\data\mods\public\art\skeletons and name it "CrateBox.xml". Then open this file in NotePad++. Erase everything and copy the following, then save the file:
     91 * '''STEP 1-B: creating a new skeleton''' Since our model is a crate, it doesn't make sense to use any existing skeleton. Thus, we will create our own. For that, the first step will be to rename our object. In the top-right corner of Blender, you should see a list of objects in your scene, including one that looks like a little man (probably named Armature). Double-click on this one and rename it "CrateBox", as per here (the scene is different so there are other objects here).
     92
     93 [[Image(http://i.imgur.com/zeaLw5L.png)]] [[BR]]
     94
     95 Then copy one (whichever you like) of the files in binaries\data\mods\public\art\skeletons and name it "crateBox.xml". Then open this file in NotePad++. Erase everything and copy the following, then save the file:
    9296
    9397{{{
     
    144148= Short summary =
    145149 * Your model needs to be rigged with an armature using vertex groups.
    146  * Your armature needs to follow the guidelines of a skeleton file in `binaries\data\mods\public\art\skeletons`. You must name your bones accordingly if you use an existing one, or create a new one that will fit the scheme of your armature (note: as of now, I'm not sure if the hierarchical relations must be followed or not, I'd assume yes.)
     150 * Your armature needs to follow the guidelines of a skeleton file in `binaries\data\mods\public\art\skeletons`. You must name your bones accordingly if you use an existing one, or create a new one that will fit the scheme of your armature (note: as of now, I'm not sure if the hierarchical relations must be followed or not, I'd assume yes). Note that this also means you must name your "armature" object according to what is defined as the "Identifier" in the skeleton.
    147151 * You can only export one model and its armature at a time (see step 3 above). Your model needs to be exported with the animation if you want it to be animated, but the "native" animation it is exported with doesn't matter.
    148152 * You can only export one animation at a time. The animation itself is every key: setting a start frame and an end frame in Blender does nothing (note: apparently, needs checking).