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Post by brainstrip on Jan 28, 2017 17:26:56 GMT -5
Hi! I'm having a problem, which idk if it's a problem with my machine, or S4S is supposed to work that way. I'm trying to create a new animation using an existing EA animation, so I choose the override option under animation so I can get the list of ingame animations, but when I export any of them, there's only one keyframe at the beginning and that's it. I tried using Blender 2.70 in case it was 2.78, but same thing. Hope someone can help me out with this. Thanks in advance!
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Post by orangemittens on Jan 28, 2017 23:00:12 GMT -5
Hi brainstrip, if you want the entire animation you will need to clone as a clip pack. That will give you access to all EA animations that are installed on your computer. The reason it's like this is 99.999% of people making an animation override are using it for a CAS Pose. Many of those, by default, do not come with the jaw enabled and this was causing quite a bit of angst. We solved that problem by including a jaw-enabled one keyframe clip for CAS override pose makers to use.
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Post by brainstrip on Jan 28, 2017 23:47:04 GMT -5
Hi brainstrip, if you want the entire animation you will need to clone as a clip pack. That will give you access to all EA animations that are installed on your computer. The reason it's like this is 99.999% of people making an animation override are using it for a CAS Pose. Many of those, by default, do not come with the jaw enabled and this was causing quite a bit of angst. We solved that problem by including a jaw-enabled one keyframe clip for CAS override pose makers to use. Ohh now I understand! :P I just checked out and yeah, silly me didn't notice I could select the ingame clips from there as well. Thanks for clearing that doubt! <3
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Post by orangemittens on Jan 29, 2017 0:28:50 GMT -5
You're welcome. It's sort of non-intuitive for anyone that isn't interested in using the CAS override for making a CAS pose. For those creators, it really saves a lot of hair-pulling though.
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