RE:Animations

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RE:Animations

Postby the50first » 26 Oct 2016, 17:18

Hi, New to your community here.
Porting some models over from other games I worked on and I am having some issues with getting animations to play. It's rigged proper for supcom (In 3ds max) with the model being split up into sections and using attach to link things together. I made a simple rig of 3 boxes rotating as a test for animation. When it's exported it doesn't move. It's set up as a walk animation. Any ideas? When I reimport it into max it will show properly.
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Re: RE:Animations

Postby the50first » 27 Oct 2016, 04:07

Resolved. animations require not only the mod folder name to be called upon, but the "Mods" folder also in the filepath......Thanks...
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Re: RE:Animations

Postby Krapougnak » 31 Oct 2016, 09:56

Cool ! Can we see those models ?
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Re: RE:Animations

Postby the50first » 05 Nov 2016, 21:31

Sure.
https://www.youtube.com/watch?v=qQATI3MAGjE

Working on getting it to export right. I can't rotate it to the orientation that FA wants 90 degrees vertical, and it fucks up my animations if i do. Ideas?
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Re: RE:Animations

Postby Mortifero » 04 Dec 2016, 18:41

Hey the50first,

(for some reason i cant reply on pm)sorry for the late response. Sadly, i have no experience with 3ds max (i use blender). Animating a unit using ik i still a mystery for me(i need to make tests). Make sure every bone corresponds to a vertex group on the unit and/or bake the animation frames(then delete or not the ik specific bones) then export the animation. I will revisit this subject when i finish my exams in 6 months. Then i'll try making a guide for modeling, animating and texture a new supcom unit.

Mortifero.
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Re: RE:Animations

Postby ROBOTECH2140 » 30 Mar 2017, 14:48

Mortifero wrote:Hey the50first,

(for some reason i cant reply on pm)sorry for the late response. Sadly, i have no experience with 3ds max (i use blender). Animating a unit using ik i still a mystery for me(i need to make tests). Make sure every bone corresponds to a vertex group on the unit and/or bake the animation frames(then delete or not the ik specific bones) then export the animation. I will revisit this subject when i finish my exams in 6 months. Then i'll try making a guide for modeling, animating and texture a new supcom unit.

Mortifero.


Hi Mortifero,

Have you been able to create the texture guide yet? I've baked textures in Blender which I've mapped and saved as a PNG file, and I can export this as a Albedo.dds file from Gimp.

However, the normalsTS.dds and the SpecTeam.dds files have me stumped. Most of the tutorials and guides I've found regarding specularity don't seem to apply to Supreme Commander?

Any help would be greatly appreciated :)

Thanks :)
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Re: RE:Animations

Postby Dudekahedron » 05 Apr 2017, 01:42

Re normals and Specteam,
Your best bet would be contacting Exotic_Retard, he's been playing quite heavily with the different channels learning the ins and outs of the shader system.

Basically, each color channel is responsible for a different thing. So in SpecTeam.dds files, blue handles bloom/glowing, green is team color, alpha is typically for a custom surface finish (seraphim metal, aeon pearl, etc).. That's all I can remember off the top of my head.

Normals are absolutely not like normal normals, they are more bump maps than anything. If you have an existing normal map, I'd suggest just rebaking it into a bump map and using that.
Check out my mod (in development): /viewtopic.php?f=41&t=13326
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