How to modify the cam.ean (camera animation)
Mar 13, 2018 2:08:13 GMT
The Mad Titan, Rai, and 2 more like this
Post by olganix on Mar 13, 2018 2:08:13 GMT
Hi.
I just update XenoXmlConverter, emdFbx and FbxEmd with a new gesture of a special case : camera animations.
DragonBall Xenoverse (and may be also Saint Seya) have this animations for animate a camera:
-Camera position
-Camera's target position
-Camera Roll
-Camera Focal (Fov in degrees)
So, first you have to drag and drop the xxx.cam.ean into emdfbx, that you create a xxxx.cam.ean.fbx. (please keep the 3 extensions for keeping the camera case for rebuild).
After, for the rebuild , we just have to drag and drop the xxxx.cam.ean.fbx into fbxEmd, and rename the extension.
"OK. a tutorial for just drag and drop ?" Nop, because ,same In 3dsmax it's easy. In blender, it's complicate for now.
In 3dsmax, the fbx will be directly readable.
You just have to take care of whitch animation to take (don't use drag and drop for many reasons)
And after the rebuild , you have to play with the Xml or EanOrganizer , because 3dsmax use only one animation.
Also take care of the problem of symetry.
I advice you to also import the fbx of a character (if it's the cam.ean of a character), or the stage, to have a visual result.
Notice: the time/frame is not correct (as in xml version), instead you use custom 60 fps in timeline setup.
Notice: i don't know for you, but I have to zoom a lot to see a difference between the camera and the camera's target.
So in blender :
Before we start on blender part, I advice you to remove the default cube and camera.
I also supose you know about the replacement of the blender's fbx's plugings by mine witch is in emdFbx FbxEmd package.
As usual, import fbx with : menu "File"-> import -> fbx.
Here, there is 4 problems:
1) the fbx importer don't make the link between the camera and the camera's target.
So the first things to do is to make the link: select the camera, select the target's camera by maintain shift. so you have both selected inthe right order. use Ctrl+T -> "track with constraint".
Ok it's good. normally the camera lookat yours camera's target.
2) the camera and camera's target don't have the right animation.
So, you have to change the view of the bottom panel , to select "Dope sheet", and on the subCombolist "Action script"
So normally, there is just to select the right animation, but here there is 2 animations with the same name, one for the camera's target and one for the camera. that the 3nd problem.
So select the CameraTarget, and use the first of the list.
Same, for Camera witch is called "Node" in my case (name given by the cam.ean), select and use the second animation(different of Tpos and ).
Now, it's well setup. you can edit the animation.
For export, As a difference of Character animation, you don't need to put the camera in a sort of Tpose.
I didn't see a "export selected" as 3dsmax, so I advice you to remove the character before the export.
So, menu "File" -> export -> fbx. here my options :
--------------------------------------------------------------------------------------
(EDIT 07/08/2019 : )
Apparently, with this settings, when you don't move a channel (like X position), you don't have any keyframe for it in fbx, and fbxemd.exe put just "0.0" in ean.
it's the same if you don't move camera or targetCamera, the animation/action will not be exported.
So, to avoid change too much fbxemd (witch is used for sometings else), I just find a solution :
Check the "Force Start/End Keying" and put "0.0" on "Simplify".
That will force to create keyframe , and save the wrong case.
Another Point is for camera animation, the fbx must have the extension ".cam.ean.fbx" or fbxemd.exe will not understand it's camera animation.
Same for convert into xml, you have to rename extension into ".cam.ean".
--------------------------------------------------------------------------------------
3) Now the problem is (as before) the animation on Node isn't correct. and there is also no attachement between camera and target (the fbx's exporter just don't care).
So, we have to finalize by hand on Xml version.
First, drag and drop the fbx file into fbxemd, you can rename the extension to just have xxx.cam.ean.
Second, drag and drop this new file into XenoXmlconverter. You should have a Xml version.
-Remove the Bone Camera on the skeleton definition, it's not necessary (it's blender witch mess up with camera, it's make twice the camera ...)
you see on the screenshot the part selected to remove.
-you also see the first animation on the first bone, for targetCameraPosition, that one is good, nothing to change.
-but the second "EANAnimationNode", is the same animation, but for the bone "Camera" we just removed, so we have to remove this part also.
-the next "EANAnimation" have the same name , the same bone "None", and the same type targetCameraPosition. this time , it's not really that. you have to replace "targetCameraPosition" by "position". and after copy this EANKeyframedAnimation, under the first EANAnimationNode of the first EANAnimation.
-after that you could remove all other EANAnimation, only keep the first one.
4) the last trouble is, blender fbx importer/exporter don't care about camera Roll and Focal (Fov).
So, for now, you should animate by hand on Xml.
for that you could copy from another file the EANKeyframedAnimation part "camera", and put after "targetCameraPosition".
So now you just have to drag and drop into XenoXmlcconverter and test ingame.
So, I know the blender isn't great to use. I will try to modify again the pluging for fbx importer/exporter to solve some case, but it will be not easy to do.
But, with that you could allready done some great camera animations for character start, ULT skill or demo.
Have a good day.
I just update XenoXmlConverter, emdFbx and FbxEmd with a new gesture of a special case : camera animations.
DragonBall Xenoverse (and may be also Saint Seya) have this animations for animate a camera:
-Camera position
-Camera's target position
-Camera Roll
-Camera Focal (Fov in degrees)
So, first you have to drag and drop the xxx.cam.ean into emdfbx, that you create a xxxx.cam.ean.fbx. (please keep the 3 extensions for keeping the camera case for rebuild).
After, for the rebuild , we just have to drag and drop the xxxx.cam.ean.fbx into fbxEmd, and rename the extension.
"OK. a tutorial for just drag and drop ?" Nop, because ,same In 3dsmax it's easy. In blender, it's complicate for now.
In 3dsmax, the fbx will be directly readable.
You just have to take care of whitch animation to take (don't use drag and drop for many reasons)
And after the rebuild , you have to play with the Xml or EanOrganizer , because 3dsmax use only one animation.
Also take care of the problem of symetry.
I advice you to also import the fbx of a character (if it's the cam.ean of a character), or the stage, to have a visual result.
Notice: the time/frame is not correct (as in xml version), instead you use custom 60 fps in timeline setup.
Notice: i don't know for you, but I have to zoom a lot to see a difference between the camera and the camera's target.
So in blender :
Before we start on blender part, I advice you to remove the default cube and camera.
I also supose you know about the replacement of the blender's fbx's plugings by mine witch is in emdFbx FbxEmd package.
As usual, import fbx with : menu "File"-> import -> fbx.
Here, there is 4 problems:
1) the fbx importer don't make the link between the camera and the camera's target.
So the first things to do is to make the link: select the camera, select the target's camera by maintain shift. so you have both selected inthe right order. use Ctrl+T -> "track with constraint".
Ok it's good. normally the camera lookat yours camera's target.
2) the camera and camera's target don't have the right animation.
So, you have to change the view of the bottom panel , to select "Dope sheet", and on the subCombolist "Action script"
So normally, there is just to select the right animation, but here there is 2 animations with the same name, one for the camera's target and one for the camera. that the 3nd problem.
So select the CameraTarget, and use the first of the list.
Same, for Camera witch is called "Node" in my case (name given by the cam.ean), select and use the second animation(different of Tpos and ).
Now, it's well setup. you can edit the animation.
For export, As a difference of Character animation, you don't need to put the camera in a sort of Tpose.
I didn't see a "export selected" as 3dsmax, so I advice you to remove the character before the export.
So, menu "File" -> export -> fbx. here my options :
--------------------------------------------------------------------------------------
(EDIT 07/08/2019 : )
Apparently, with this settings, when you don't move a channel (like X position), you don't have any keyframe for it in fbx, and fbxemd.exe put just "0.0" in ean.
it's the same if you don't move camera or targetCamera, the animation/action will not be exported.
So, to avoid change too much fbxemd (witch is used for sometings else), I just find a solution :
Check the "Force Start/End Keying" and put "0.0" on "Simplify".
That will force to create keyframe , and save the wrong case.
Another Point is for camera animation, the fbx must have the extension ".cam.ean.fbx" or fbxemd.exe will not understand it's camera animation.
Same for convert into xml, you have to rename extension into ".cam.ean".
--------------------------------------------------------------------------------------
3) Now the problem is (as before) the animation on Node isn't correct. and there is also no attachement between camera and target (the fbx's exporter just don't care).
So, we have to finalize by hand on Xml version.
First, drag and drop the fbx file into fbxemd, you can rename the extension to just have xxx.cam.ean.
Second, drag and drop this new file into XenoXmlconverter. You should have a Xml version.
-Remove the Bone Camera on the skeleton definition, it's not necessary (it's blender witch mess up with camera, it's make twice the camera ...)
you see on the screenshot the part selected to remove.
-you also see the first animation on the first bone, for targetCameraPosition, that one is good, nothing to change.
-but the second "EANAnimationNode", is the same animation, but for the bone "Camera" we just removed, so we have to remove this part also.
-the next "EANAnimation" have the same name , the same bone "None", and the same type targetCameraPosition. this time , it's not really that. you have to replace "targetCameraPosition" by "position". and after copy this EANKeyframedAnimation, under the first EANAnimationNode of the first EANAnimation.
-after that you could remove all other EANAnimation, only keep the first one.
4) the last trouble is, blender fbx importer/exporter don't care about camera Roll and Focal (Fov).
So, for now, you should animate by hand on Xml.
for that you could copy from another file the EANKeyframedAnimation part "camera", and put after "targetCameraPosition".
So now you just have to drag and drop into XenoXmlcconverter and test ingame.
So, I know the blender isn't great to use. I will try to modify again the pluging for fbx importer/exporter to solve some case, but it will be not easy to do.
But, with that you could allready done some great camera animations for character start, ULT skill or demo.
Have a good day.