Blockland Forums > Modification Help
Custom Animations Project
heedicalking:
--- Quote from: EpicFrySauce on December 24, 2011, 08:01:26 PM ---It's happening right now. I'm working on recoil animations for a few guns I'm working on, and I might just make a tutorial for this.
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a tutorial wouldn't be needed but a link to the fixed player model would. tell me when those animations work.
EpicFrySauce:
--- Quote from: heedicalking on December 24, 2011, 09:58:42 PM ---a tutorial wouldn't be needed but a link to the fixed player model would. tell me when those animations work.
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A tutorial is actually needed, because it's not the model's fault, it's the exporter. The rotation axises get scrambled (as well as translations.) I have half-found out which ones do which.
For example, the right arm's positive Y rotation in blender translates to negative X rotation. It's just scrambled, not completely messed up. Took me a long time to figure it out though.
--- Quote from: Khepri on December 24, 2011, 09:19:21 PM ---
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lol that's sort of how it was for the first few days as I spent like 30 hours figuring this stuff out. But I've got it now.
heedicalking:
how did you fix them though? rolling the bones?
EpicFrySauce:
I've done trial and error for right arm rotation. Rotation goes as follows...
Left side: what rotation looks like in blender.
Right side: what rotation will be in the game.
--- Code: ---x+ = y+
-x = -y
y+ = -x
-y = x+
(Z axis breaks hand roation and/or loacation if modified.)
z = z
-z = -z
--- End code ---
So, if you wanted to extend the arm to the rotation when a weapon is drawn, rotate negatively on the Y axis.
It's pretty loving confusing and will take a lot of patience. Rather than loading the animation into the game every time, just use shaper for your trial and error.
Edit: okay so I just realized what I said will make no sense so I tried to explain it better. :P
EpicFrySauce:
Oh and I know that this way is stupid and confusing, but hear me out, I have tried for hours and hours pulling my hair out and never found a way to fix the model, so yea this is the best way I've found out so far.