Possible mods for animation?

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waverun
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Joined: Fri Jan 31, 2014 6:35 pm

Possible mods for animation?

Post by waverun » Mon Apr 24, 2017 2:12 am

Hey, love Overgrowth, but I just want to ask if there are any mods that allow for custom animations to be created.

If not, how am I able to create custom animations for attacks, and assign them to keys?

merlyn
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Re: Possible mods for animation?

Post by merlyn » Mon Apr 24, 2017 2:41 am

The engine lets you make custom animations. You need to use Blender to make them.

viewtopic.php?f=16&t=24827
viewtopic.php?f=16&t=11227

Animations alone won't let you make truly novel attacks, without doing some additional script programming, I believe. But you can fairly easily replace the existing attack animation itself via the character XML file.

waverun
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Joined: Fri Jan 31, 2014 6:35 pm

Re: Possible mods for animation?

Post by waverun » Mon Apr 24, 2017 3:58 am

merlyn wrote:The engine lets yomake custom animations. You need to use Blender to make them.

viewtopic.php?f=16&t=24827
viewtopic.php?f=16&t=11227

Animations alone won't let you make truly novel attacks, without doing some additional script programming, I believe. But you can fairly easily replace the existing attack animation itself via the character XML file.
Thank you. How do I put the default model files into blender for animation?

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halzoid
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Re: Possible mods for animation?

Post by halzoid » Mon Apr 24, 2017 5:26 am

all animation files are in the game data in a folder called blendfiles as a .blend filetype, rabbitrig is the main rig and contains every animation. Once you have made an animation, you will have to export it as a .anm, you can use the blender set up with plugins that Markuss set up on his character reference guide by clicking the blender download link at the top

viewtopic.php?f=16&t=24827

This version of blender has the plugins set up and will let you export whatever animations you've made into .anm files as well as .phxbn for skeletons.

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