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Post by yunanesca on Feb 21, 2017 12:23:28 GMT -5
Hi all ,
I've been trying to export any animation at this point but seems since the toddler update I have not been able to. It seems. I know before that I was able to but now it seems I can only come up with a blank anime that has one key frame. in it for the animation. But not the whole animation process so this what I end up with.
I just wondered if that was suppose to happen or is there some I can do . So all I do it go the animations tab > override >Export . usually this works for getting them did some change while I was a way.?
At this point I'm kind of really confused.
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Post by orangemittens on Feb 22, 2017 20:00:23 GMT -5
Hi Yuna, you're running into an update that was made in the Jackpot series. This update was designed to make it easier for people who want to make CAS pose replacements that use the jaw. If you want a complete EA animation you can export that using a clip pack. We plan on streamlining this so it isn't so roundabout in the future. If you have more questions about it please let me know.
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Post by yunanesca on Feb 22, 2017 23:04:05 GMT -5
Oh ok so I have make it a clip pack in order to export those now orangemittens I guess I'll keep playing around with it and figure it out. well for some of them yes I like ot have the full animation cause I like to use them as references sometimes. for when I'm posing and seeing how I like to change my verse the pose it self in game. but mostly is the facial expressions I use the most .
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Post by yunanesca on Feb 26, 2017 13:30:25 GMT -5
orangemittens I think I exported a few clip packs but nothing in them, unless I'm not doing the right way but I'm sure you meant animations> Clip Pack>( then this take me to a new empty clip pack which still is new blank but no animations yet XD In less you meant export from some where other than that . can you please elaborate on that export clip pack thingy Om .
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Post by yunanesca on Mar 12, 2017 11:33:14 GMT -5
Hi Yuna, you're running into an update that was made in the Jackpot series. This update was designed to make it easier for people who want to make CAS pose replacements that use the jaw. If you want a complete EA animation you can export that using a clip pack. We plan on streamlining this so it isn't so roundabout in the future. If you have more questions about it please let me know. yea I tried and looked and it seems all the clips all come out blank for some reasons On them and what is the streamlining I'm kinda curious about that?
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Post by ethyrdude on Oct 16, 2017 11:06:42 GMT -5
I think maybe some other sort of tool is needed to extract actual animations, or perhaps a different tool to interpret those animations as all I get is a blank animation whenever I try to extract an animation to play in blender the same as it plays in game. Exporting a clip file may export the animation but blender cannot "read" it as blender cannot read binary files. In order to build actual animations it's more a case of starting with a blank animation. If there are more than one animations being used by an object then one has to guess which animation is actually being "extracted", assume by the x or y in the animation that one is the animator and one the animatee, make a test animation and then try it in the game and see what animation actually was exported. After that, you have to try and guestimate the starting positions and actual poses and build your animation from there. This means making a test animation using still figures and trying out their respective locations until thier positions flows with the rest of the existing animations instead of wasting time creating an actual animation. Once you have that done, if it's a loop animation(s) then it's a simple(pun) process of creating a loop, keeping in mind that the animation before and after will affect the position and postures of the loop. If the animation is one where there is a x and y variant, then care needs to be taken to ensure that both animations are of identical lengths. All that work sounds and is complicated and is why instead of overrides, people just decide to use external animation players.
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Post by orangemittens on Oct 16, 2017 12:22:56 GMT -5
I'm not sure where you are trying to export from. You need to choose to make a clip pack and click the Animation button. Then: The clip you export this way will play in Blender.
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Post by ethyrdude on Oct 16, 2017 14:52:52 GMT -5
Ah, well, this was where things were confusing, at least for me. I was trying to extract the animation with override, because that is what I wanted to do, create an override animation. However, I see that to get the actual animation and view what one is overriding, you have to extract the animation using clip pack.
This has cleared up a lot of confusion for me and points me in a whole new direction for creating some interesting overrides. You may have opened up a whole new can of worms now.
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Post by orangemittens on Oct 16, 2017 16:29:56 GMT -5
Yes, this is how it is right now although, at some point, the plan is to make this more straightforward for people who want to override animations instead of make CAS poses. We made this change in the Jackpot series to make it easier for people who want to make CAS pose replacements that use the jaw. If you want a complete EA animation you need to export that using a clip pack.
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