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while i write the documentation, here are the tools you need:
1-) blender 2.83.8 (must exactly be 2.83.8)
2-) umodel (extract mesh with anims)
3-) u3dbinread (extract all animations as .obj frames)
4-) stop motion obj (2.0.2 - newer versions are incompatible with blender 2.83.8 - crucial for importing obj sequences with u3dbinread)
5-) dembones (the magic wand which will do the conversion)
and to import the model in blender again:
6-) blender source tools (any version that's compatible with blender 2.83.8)
workflow:
1-) extract the mesh you want with umodel
2-) extract the animation to separated frames with u3dbinread, using "save all frames" option
3-) in blender 2.83.8, import your mesh frames with "Add -> Mesh -> Mesh Sequence" and load mesh sequence from the right menu
4-) after importing the mesh with frames, define how many frames you have from the frame menu below
5-) from "Add Modifier" menu, add "Array", with count of "1". do not "apply" the array
6-) from export menu, export as FBX with following options: scale 0.01, "bake animation" unticked. this will export reference mesh. name exported file as "mesh.fbx"
7-) from export menu, export as ABC with following options: "renderable objects only" unticked, "visible objects only" ticked. name exported file as "mesh.abc"
8-) run dembones with following options: dembones.exe -i="mesh.fbx" -a="mesh.abc" -b=120 -o="mesh-bones"
now you can import your mesh in any blender version you want.
9-) import "mesh-bones.fbx with following options: scale: 100
10-) export your mesh with blender source tools, or with any exporter you want.
keep in mind those limitations:
1-) none of the bones exactly have a parent. they move regardless of their parent bone, as you may have expected. for example, if you spin a mercenary's hand around by its elbow, only the elbow will rotate and the hand will not. this makes editing animations difficult.
2-) the exported animations will have openings around its mesh, based on how many vertices are supposed to be manipulated with boneweights, something that the dembones can't easily calculate. this is mostly noticed with skaarj and nali.
3-) some animations may be heavily based on vertex animation, like creatures decapitating, tentacle deploying, skaarj trooper shield, weapon firing muzzle flash effects or any object that's shrinking or inflating. they don't animate properly with dembones, especially when they are limited to only three or four triangles. if you choose your reference mesh properly in step 6, you can reduce most of the calculation errors.
also, dembones is described as "skinning decomposition with rigid bones", when we look up "vertex animations to bone animations", we never get this tool anywhere on the Internet. there's only one video on the Internet on how it is used. it's again normal to miss that.
You never explain what to do after you have a reference pose exported.
If you follow your instructions you'll only ever get one frame out of dembones and that one frame will have one bone (a really tiny bone)
first you export reference mesh as FBX in step 6
then, you export the animations as ABC in step 7
at last, you mix both with dembones in step 8
if you don't get any animations, maybe your ABC file is missing the frames. re-import ABC before processing to see if you export it properly.
The ABC file when imported looks like a ball of a bunch of the sequences individually
when you re import your abc, your mesh should cycle frame by frame.
the plugin you claim not being supported works just fine in newer blenders too if you were wondering.
the alembic exporter works in all blender versions, but it exports frames properly (a cycling vertex anim with frames) when your mesh is initially imported with stop motion obj. in newer or older versions, you get all the frames put in a single mesh, in a single frame. I'll record myself following my own steps eventually.
Hunter, it is up to you to check the compability, I don't know that game.
and here are the output files:
1-) https://trysakai.longsight.com/access/content/user/1700002526/uploads/chainsaw_anim.fbx
2-) https://trysakai.longsight.com/access/content/user/1700002526/uploads/chainsaw.abc
3-) https://trysakai.longsight.com/access/content/user/1700002526/uploads/chainsaw.fbx