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kbase:exporting_models_from_blender_into_wme 2008/06/01 01:56 kbase:exporting_models_from_blender_into_wme 2008/06/01 02:00 current
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-Because this is the first export.  I will rename "AnimationSet0" to "Idle".  I will need to make the scale in actor3d much smaller than is currently in the trinity actor file.  5 to 15 will be about the right range. I can then open the game and see my model in game.  He will roller skate around but should be facing the right direction. +Because this is the first export.  I will rename "AnimationSet0" to "Idle".  I will need to make the scale in actor3d much smaller than is currently in the trinity actor file.  5 to 15 will be about the right range. I can then open the game and see my model in game.  He will roller skate around but should be facing the right direction.  The velocities need to be adjusted for the proper walk and turn speed.
The next export I do, I make another .x file which I call "generic.x".  I export each additional animation into that file, not the trinity.x file.  After I do a search and rename the animaitonSet to "Walk" or whatever the animation will be called in generic.x, I select everything from the word "AnimationSet" all the way to the end of the file, and copy it.  Then I open the trinity.x file, go to the end of the file, and paste the next animation.  I could also name multiple files walk.x, talk.x, etc, so I remembered what they were and export all the animations at once for the copy/paste.  Whichever action is currently in use will be exported, so it's a good idea to have the action window open when doing an export. (end) The next export I do, I make another .x file which I call "generic.x".  I export each additional animation into that file, not the trinity.x file.  After I do a search and rename the animaitonSet to "Walk" or whatever the animation will be called in generic.x, I select everything from the word "AnimationSet" all the way to the end of the file, and copy it.  Then I open the trinity.x file, go to the end of the file, and paste the next animation.  I could also name multiple files walk.x, talk.x, etc, so I remembered what they were and export all the animations at once for the copy/paste.  Whichever action is currently in use will be exported, so it's a good idea to have the action window open when doing an export. (end)
 
kbase/exporting_models_from_blender_into_wme.1212278196.txt.gz · Last modified: 2008/06/01 01:56 by fireside
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