Search found 176 matches
- 18 Nov 2020, 23:39
- Forum: News
- Topic: The Autumn in Review: September-October 2020
- Replies: 10
- Views: 19494
Re: The Autumn in Review: September-October 2020
Thanks for the update. I haven't kept a regular eye on the project during the late summer/autumn, and it's great reading about all the progress being done.
- 18 Nov 2020, 23:31
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Do we have some good documentation on workflow for other would-be creatives? Would someone be willing to put together some YT films? Perhaps workshop series? I think many people would enjoy that, I would find it educational. :) We had an iterative test session today with @unelsson and got some nice...
- 18 Nov 2020, 08:25
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Oh right. It's good that you mention this. Everything seemed to work fine in Godot so I didn't even realize the specifics of the setup for OpenMW. It seemed to be ok if they are offset in the NLA editor. I'll set up the animations so they are offset in the actions themselves and send the files again...
- 17 Nov 2020, 21:55
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Here's the first test file from out discussion on Discord. The model now faces +Y in Blender's viewport by default, like it's in your edited OpenMWDude_01 file. default_orientation.jpg Both files have identical animations in blender as well as in export. One difference is the default orientation of ...
- 16 Nov 2020, 20:33
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
And this is the current hierarchy of bones. Since the controls and deformation bones are separate, it won't break the animations when we add more deformation bones. (weapon bones, arm twist bones, skirt bones etc.)
- 16 Nov 2020, 20:11
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Animations list bones multiple times because of animation groups (e.g. upper body, arms, etc) That would be my guess, without knowing from where you've extracted the bone names. Could be the case as well. Either way, bone names (and their hierarchy) are the only thing I was after, so it's all good....
- 10 Nov 2020, 21:53
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Thank you for the info. With the list sourced from the animations, the duplication is likely from 3 animated bone properties - location, rotation, scale. Removing the duplicates, it's 52 bones and they look pretty standard. The OpenMWDude_01 has the same structure, but doesn't have the 3-bone finger...
- 09 Nov 2020, 20:12
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
@unelsson you mentioned on discord the skeleton is missing certain bones. Adding them is not a problem, especially at this stage. Do you perhaps have a list of needed bones for a standard character rig in OpenMW? The rig I posted has the following bone hierarchy. It needs finger bones and probably a...
- 08 Nov 2020, 21:22
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
Hello, as we mentioned on Discord this week, I made the initial model + rig + animations this weekend (rather basic and rough, but workable). OpenMWDude.png The zip includes the original .blend file as well as export to .fbx and .gltf. The exported files properly make a roundtrip import back to Blen...
- 05 Jul 2020, 13:57
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87150
Re: OpenGEX as .Nif alternative for OpenMW
We need a logic for standard structure of dae/whatever models with animation. How does the system know which is the "root node", the base of everything... Is there a good standard for this? What is the easiest and most foolproof way? I've done animations mostly for Unity and there isn't a...