Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on May 28, 2017 7:26:58 GMT
You can make a copy of the files,then rename them to HUM_10000.To rename large number of files quickly,you can use Bulk Rename Utility. I know how to save files as different names, what I'm trying to figure out is how to save a specific setup I've made in xenoviewer, or if it's even possible. Like I want to attach all of Broly's models to the hum esk, then save that so I can use it. If possible. I think the game attaches it to the skeleton automatically,so you can try saving files as HUM_10000.What setup did you make?
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Fighter
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Posts: 10
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Last seen: Apr 15, 2021 3:53:45 GMT
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Post by sniperpls on May 28, 2017 18:42:33 GMT
I know how to save files as different names, what I'm trying to figure out is how to save a specific setup I've made in xenoviewer, or if it's even possible. Like I want to attach all of Broly's models to the hum esk, then save that so I can use it. If possible. I think the game attaches it to the skeleton automatically,so you can try saving files as HUM_10000.What setup did you make? The game does attach to skeleton automatically, and that's the problem I'm having. I'm trying to recreate a Broly Legendary Super Saiyan awoken skill for offline use. Problem is, all of Broly's size causes odd geometry because of different skeletons. So I need to find a way to either change skeletons with a skill, or get Broly's models to line up on Human skeleton.
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Fighter
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Posts: 22
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Last seen: Jul 18, 2017 1:31:29 GMT
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Post by scitephx on May 29, 2017 21:37:41 GMT
any idea why when i'm opening Xenoviewer 2 and it loaded for second but then it never pop up here what Ogre.log says mega.nz/#!Tt8XDBDa!LhLcCPAeImiGL7xwLwvQ1qhTbL4qbpdYI_89L2aLXT4
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on May 31, 2017 16:08:11 GMT
I think the game attaches it to the skeleton automatically,so you can try saving files as HUM_10000.What setup did you make? The game does attach to skeleton automatically, and that's the problem I'm having. I'm trying to recreate a Broly Legendary Super Saiyan awoken skill for offline use. Problem is, all of Broly's size causes odd geometry because of different skeletons. So I need to find a way to either change skeletons with a skill, or get Broly's models to line up on Human skeleton. Try using ESK organizer by Olganix.Link: xenoversemods.com/mods/eskorganizer/
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Conqueror Of The Sea
Hero
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 1, 2017 22:44:51 GMT
Hi. the new version of emdFbx and FbxEmd is hereHave a good day/night.
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Jun 2, 2017 15:57:57 GMT
Hi. the new version of emdFbx and FbxEmd is hereHave a good day/night. Will there be tutorials on making new animations?
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Jun 2, 2017 20:19:15 GMT
when I try to convert the fbx file back into the emd file.This errror happens:
Usage: fbxemd [options] file.fbx originalFile.ean(not erased, just to keep animations order for making animation) options: '-noCompressedFlag' .
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Conqueror Of The Sea
Hero
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Post by olganix on Jun 3, 2017 9:17:31 GMT
"Will there be tutorials on making new animations?" I will make it a new one. one thing is I'm not really good on making tutorial . I could do a video , but I'm still a noob on blender. So I will work a lot on that to make a understandable tutorial. Or may be someone help me to do that. In all case, the old version of tutorial to modify a animation is on that link. All basics is allready there. The main difference from the date of the tutorial is all animations importer into blender are very correct now, and fbxemd take a lots of cases. Another difference is about "extra transform experimental" is not needed on the new version of Blender. And the last thing is about using Mirror constraint on X, to edit (uncheck it before export) with arm and leg in the right side each. it's "solve" the symetry problem.
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Conqueror Of The Sea
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 3, 2017 9:20:34 GMT
when I try to convert the fbx file back into the emd file.This errror happens: Usage: fbxemd [options] file.fbx originalFile.ean(not erased, just to keep animations order for making animation) options: '-noCompressedFlag' . You have to use a Fbx + a ean (same if you just want emd and/or esk). it's a little bug witch is not a big deal. the ean is there to keep animations order, because it's another file witch do the link with game (bac files if I remember well).
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Conqueror Of The Sea
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 10, 2017 22:16:08 GMT
New tool : EmaEan witch convert Ema <-> Ean. xxx.mat.ema and xxx.light.ema are not valid for this tool.
Notice : xxx.mat.ema will be add on a futur version of XenoXmlconverter.
Xenoviewer is also updated to look after Node Animation into Ean from Ema files. Please, use it as a skinning animation, put emd on esk. XenoXmlConverter is also updated to deal with extension trouble.
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Conqueror Of The Sea
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 13, 2017 11:51:13 GMT
Source's code is uploaded on Git. if someone want to help on this.
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Fighter
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Posts: 22
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Last seen: Jul 18, 2017 1:31:29 GMT
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Post by scitephx on Jun 16, 2017 4:16:22 GMT
i converted some ean file to ean.Xml using your Xenoxmlconverter but i can't save it back to ean file why is this it doesn't do anything when i drag the xml to xenoxmlconverter.exe
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Conqueror Of The Sea
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Posts: 133
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Last seen: Oct 16, 2022 13:19:28 GMT
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Post by olganix on Jun 16, 2017 7:27:25 GMT
if you don't have the last XenoXmlConverter, there is a bug about extension detection : if you have xxxxx.yyy.ean.xml, it's doesn't work. try xxxxxx.ean.xml, or take the last version of XenoXmlConverter.
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Hero
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Posts: 238
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Last seen: Dec 30, 2019 19:26:40 GMT
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Post by Dandrich on Jun 17, 2017 20:24:06 GMT
Hello I have a problem with eanorganizer For example: So, what do you want? LoadC: \ EanOrganizer \ GK4.ean LoadC: \ EanOrganizer \ GK4.ean Ean file loaded. So, what do you want? LoadC: \ EanOrganizer \ GOK.ean LoadC: \ EanOrganizer \ GOK.ean Ean file loaded. So, what do you want? GetAnimList 0 GetAnimList 0 So, what do you want? Copy 0 0 Copy 0 0 Index 0 is not in ean file list or indexAnim 0 is not in list animations. So, what do you want?
When i do GetAnimList 0 ca tells me the same GetAnimList 0 PS: There is no space in the path to the eanorganized file thank you in advance
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Conqueror Of The Sea
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Post by olganix on Jun 18, 2017 7:29:41 GMT
Hi. "Load C:\EanOrganizer\GK4.ean" => you miss the space between command and argument. so, it doesn't read well the argument. "GetAnimList 0" for the first file, GK4.ean . "GetAnimList 1" for the second file, GOK.ean .
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Hero
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Posts: 238
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Last seen: Dec 30, 2019 19:26:40 GMT
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Post by Dandrich on Jun 18, 2017 15:01:11 GMT
Yes thank you very much I realized yesterday. I saw who there was other person who had this worry that must be certainly the same. Thank you in any case for your answer
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Fighter
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Posts: 17
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Last seen: Nov 2, 2020 19:48:10 GMT
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Post by LaKon on Jun 18, 2017 16:06:11 GMT
Hi Olganix I tried the new version of Emdfbx to modify animation in Blender but I have some problems with this When I want to modify an animation I move the bones then I select every bone I move and click on Propagate -> On selected Keyframes Then I follow your tutorial for exporting The problem is that when I move a bone it'll appears in T-pose in-game The other Bones still animate I think it's a problem with "Propagate" tool but I'm not sure Thanks in advance for your help Your tools are useful
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Conqueror Of The Sea
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Post by olganix on Jun 19, 2017 7:46:48 GMT
"I think it's a problem with "Propagate" tool but I'm not sure" I don't know what "Propagate" is for. I don't know well Blender. What I know is about a sort of "rec" button witch permite you to move bones directly. like I said on tutorial : "To change Key animation : -use the first combolist to choose “TimeLine” view. -active recorder button (red circle). -you could zoom on timeline with mouse scroll, and ajust timeline view with drag ranges (bottom part of the timeline) -on the 3d view part, change “Object Mode” to “Pose Mode” -move the timeline’s cursor, and rotate/move bone you want. Notive : in the right part, in “Properties”, you could click on the icon “Data object data” with the little stick man, and check X-ray, to see bone easly. Notice : use Local instead of Global could help for rotations." I have search a little on the net about "Propagate" : "The Propagate tool copies the pose of the selected bones on the current frame over to the keyframes delimited by the Termination Mode. It automates the process of copying and pasting." ( link) that could explain yours problem.
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Fighter
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Posts: 17
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Last seen: Nov 2, 2020 19:48:10 GMT
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Post by LaKon on Jun 21, 2017 0:32:55 GMT
Thanks for your answer
I found what's the problem, I can't change every frame of the animation :/ If I paste an animation for 249/250 frames for exemple It'll work but if I remove the last frame or modify it then the character will stay in t-pose
Should I send you my save so you can see how to fix it?
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Conqueror Of The Sea
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Post by olganix on Jun 22, 2017 20:05:00 GMT
Hi. Just to say there is a update on XenoXmlconverter. Now, you can edit (hope more easier than genser) mat.ema file for material animation for skill vfx and stage. Have a good day/night.
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