Aller au contenu

Photo

Animation Blend Tree into the Toolset


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
alschemid

alschemid
  • Members
  • 477 messages
How can I import the .acb files into the toolset from the animation composer package we can download from here: http://social.biowar...ct/1331/#files? Is there any tutorial about how to create all the animations needed for a new creature and which blends should I make to include into the apr_base.gda?

Thanks

Modifié par alschemid, 02 septembre 2010 - 10:26 .


#2
Nattfodd

Nattfodd
  • Members
  • 321 messages
You can open that files with the "open file" option. There is no tutorials on creating animation blend tree for a creature but it can be done!

For the apr_base take a look at the wiki article. If you need other assistance fell free to ask. I worked a lot with blend tree files.

#3
alschemid

alschemid
  • Members
  • 477 messages
Thank you Nattfodd,

I was trying to open the C_Deera file but it gives me a lot of warnings and shows nothing on the screen, I have even resintalled the toolset and get a new mouse with 3 buttons to scroll.... but still nothing. But I can open the dogie file and I think I'll use its skeleton as a base.



What I don't understand is that I have more groups in the C_doga.acb file than that it is used in the apr_base, for example the C_doga_humov or C_doga_dlg where are those used?



How can I create the anb file used in the apr_base from the acb file I have edited?


#4
Nattfodd

Nattfodd
  • Members
  • 321 messages
Don't worry about warnings, just ignore them.

After you open an .ACB file you can previev the animations only if you copy them in a new animation worksheet; after this, click on a blank zone of the worksheet: you will notice in the object inspector 2 options, "creature rig" is the option you need. With this option you can choose a creature to use to preview the animations.

Then right click over an animationtion you want to preview and choose "play"; choose "reset" to stop the playback. Looking the previews make the things more clear to understand.



The 2 blend trees you mentioned, are problably used by the engine, becaues the doga_humov, groups the animations applied to Humanoids when they are overwhelmed by a creature and the animations of deathblows against creature.

The doga_dlg seems to groups 2 idle animations used during dialogs.



.ANB files are made by "post to local" the animation worksheet, in the "Tools"-->"Export" menu.



See you soon ;)