Tutorial - How to import animations into Overgrowth

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Black_Stormy
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Tutorial - How to import animations into Overgrowth

Post by Black_Stormy » Tue Mar 15, 2011 4:13 am

Hi all, I have it sussed.



Some tips!

When you export the animation, make sure you are in object mode, and the armature is selected.

If you are replacing an animation, you'll want your animation to be longer than the animation you are replacing, or the engine will fill in the empty time with a slow-mo pose reset. I assume the time is handled in the scripts somewhere.

If the exporter freaks out (i.e: because you tried to export when you were in pose mode) it WILL remove all your keyframes and poses and rigging and you can't ctrl+Z that junk so SAVE BEFORE YOU EXPORT!

The in engine active ragdoll calculates some movements for you so try not to make your animation too tight, for instance in my run the knees are right up against the torso when he's in the crouch position and it gets a bit freaky when turning since the engine is helping him along.

Thanks for reading. Hope it helps.

Tonjevic
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Re: Tutorial - How to import animations into Overgrowth

Post by Tonjevic » Tue Mar 15, 2011 4:34 am

Black_Stormy wrote:Don't cook with hot oil when you're naked.

...

Be nice to your mother. She might be somebody's mother.
Good advice!




Also, the tutorial is nice and straightforward.

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Black_Stormy
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Re: Tutorial - How to import animations into Overgrowth

Post by Black_Stormy » Tue Mar 15, 2011 4:38 am

Dammit, you got me, that was fast.

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Vrav
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Re: Tutorial - How to import animations into Overgrowth

Post by Vrav » Wed Mar 16, 2011 11:52 pm

Very nice, many thanks.

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