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Posted

I plan to have a large set of reusable animations produced. These will be used for Leadwerks-made models, and can also be imported onto your own character models to animate them. I am posting the attached sample to make sure there are no compatibility problems, and give artists here a chance to provide any feedback they may have. Please check out the model and tell me if there are any issues with this:

CAT Test_02.FBX.zip

  • Upvote 1

Let's build cool stuff and have fun. :)

Posted

The texture is missing - seems to be an absolute reference to "C:\Users\Fabio\Desktop\Polygonmaker\Fantasy Horde - Guards\Guards-Unity\Assets\Fantasy Horde_Guards\Textures\FH_guards_01.tga"

 

Also there are no bones or animations - then again that could have been lost when importing to blender ( 2.7.1 RC )

 

Still I'm intrigued about these reusable animations, given the correct bone naming scheme we should be able to use them on any humanoid in LE, right?

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted

Yes, the idea is to make our animations once and just reuse them. The FBX has bones and animations when I load it in Leadwerks.

 

Apparently, the Blender FBX importer does not presently support bones.

Let's build cool stuff and have fun. :)

Posted

Interesting, it appears that LE3 removes bones with no animations associated with it? When opened in uu3d, there is an extra bone, 'HumanSword', as a child to the 'HumanPelvis' but it doesn't show up in the mdl when automatically converted using the editor. I don't know if thats a good thing or a bad thing, just surprised.

 

A t-pose to accompany this animation would be nice to allow for easy rigging of a character then adding this animation sequence.

  • Upvote 1

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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