I'm using 2.55, but it still appears broken.
Doesn't matter, was just wondering if it's me or the add-on.
Search found 10 matches
- Mon Oct 30, 2017 4:03 pm
- Forum: Modding
- Topic: Animation import add-on
- Replies: 3
- Views: 1040
- Sun Oct 29, 2017 11:34 pm
- Forum: Modding
- Topic: Animation import add-on
- Replies: 3
- Views: 1040
Animation import add-on
I know the animations are packed in the .blend files, but i’m wondering if there’s a way to import an animation from an .anm file into a .blend.
Am i right in assuming the importer is currently broken?
It appears to do nothing, and throws an exception into Blender’s console.
Am i right in assuming the importer is currently broken?
It appears to do nothing, and throws an exception into Blender’s console.
- Sun Oct 29, 2017 8:48 pm
- Forum: Modding
- Topic: Skeleton / mesh vertex mismatch?
- Replies: 2
- Views: 886
Re: Skeleton / mesh vertex mismatch?
Figured it out, and you're right. First time around, when i just exported a Bipedal Blob (TM) from Zbrush, it wasn't symmetrical. Second time around, when i thought i was being smart by eliminating Zbrush from the equation, by subdividing the mesh in Blender, Blender was creating quads from tris. Ta...
- Sun Oct 29, 2017 1:18 pm
- Forum: Modding
- Topic: Corrective Shape Keys for Blender 2.55
- Replies: 2
- Views: 827
Re: Corrective Shape Keys for Blender 2.55
Just noticed there's an import/export addon for this in the Overgrowth BlenderScript folder...
Oh well.
Oh well.
- Sat Oct 28, 2017 5:38 pm
- Forum: Modding
- Topic: Changing fall damage
- Replies: 6
- Views: 5401
Re: Changing fall damage
My uneducated guess would be - somewhere in Data\Scripts\aschar.as
But i'm not sure it's adjustable, i think it's instakill.
But i'm not sure it's adjustable, i think it's instakill.
- Fri Oct 27, 2017 10:35 pm
- Forum: Modding
- Topic: Skeleton / mesh vertex mismatch?
- Replies: 2
- Views: 886
Skeleton / mesh vertex mismatch?
Is the vertex count for a particular rig fixed or limited or something? When i import a mesh that has the same vertex count as the original bunny (e.g. take the original bunny and resculpt it) parent it to the rig, and export the OBJ and the PHXBN, everything’s fine. But when i import a completely n...
- Fri Oct 27, 2017 9:17 pm
- Forum: Modding
- Topic: Corrective Shape Keys for Blender 2.55
- Replies: 2
- Views: 827
Re: Corrective Shape Keys for Blender 2.55
PS: It's not perfect, you might get crashes, errors, etc. But it does its job.
- Fri Oct 27, 2017 8:31 pm
- Forum: Modding
- Topic: Corrective Shape Keys for Blender 2.55
- Replies: 2
- Views: 827
Corrective Shape Keys for Blender 2.55
Having pre-packaged Blender as a modeling/rigging environment is nice and all, but... it's 2.55. The version of Blender that came just before a major API change, and before some add-ons were added as a standard. One of them being Corrective Shape Keys. Why would you need Corrective Shape Keys for ri...
- Wed Oct 25, 2017 5:30 pm
- Forum: Modding
- Topic: What happened to the editor?
- Replies: 2
- Views: 835
Re: What happened to the editor?
Ah, gotcha.
Thanks for the info!
Thought something must've gone seriously wrong for the editor to change so much.
Too bad about the in-editor rigging tools, seeing the effects of the skeleton + animations on the mesh in-engine, in real time was kinda nice.
Thanks for the info!
Thought something must've gone seriously wrong for the editor to change so much.
Too bad about the in-editor rigging tools, seeing the effects of the skeleton + animations on the mesh in-engine, in real time was kinda nice.
- Wed Oct 25, 2017 9:33 am
- Forum: Modding
- Topic: What happened to the editor?
- Replies: 2
- Views: 835
What happened to the editor?
I’m sorry if this is a known/obvious thing (i haven’t been following Overgrowth’s development for more than a few years, and 1.0 caught me off guard), but when/how/why did the editor become ugly and lost a bunch of features? The ability to load and preview skeleton rigs has gone missing, as did in-e...