Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Did you refer to this guide on animation modding[www.lofigames.com] made by the dev?
2. When you say base game male skeleton, did you mean the one in "data/character/meshes/male_skeleton/" and if you are, did you import existing animation or did you start completely from scratch?
3. Which version of Kenshi Blender import/export plugin are you using? The latest is 0.8.11[www.lofigames.com]
4. Did you add any extra bones to the skeleton? Other than posing it, did you make any other changes to the skeletons?
Firstly, love your work - from what I've seen, you're a king among men in the modding community.
1. Yep, absolutely read everything I could about Kenshi modding before I started. I haven't read much about the Blender program itself. It *sounded* so easy at the start. Steep learning curve!
2. Yeah, I imported the one from the game male_skeleton directory, not using the provided downloable template from lofigames. I imported all the existing animations then deleted all the animations except ninjarun, which is what I wanted to change. All I've done is rotate the arms and hands to be less... flappy.. imo.
3. Using the latest plugin - downloaded a couple of days ago: Blender Plugin 0.8.11
4. I didn't change any of the skeleton except for rotating, at least, I don't think I did. Maybe I stretched or moved a bone without realising it but whenever something happened that I didn't want I'm pretty sure I Ctrl-Z'd it back. I certainly haven't deleted or added any bones. Would stretching a bone screw something up?
Rotating or moving the bones in Pose Mode should be perfectly fine since that's part of the animation process. However rotating, moving or stretching it in Edit Mode could cause problem.
If you're unsure about whether you've made any changes to the bones other than in Pose Mode, perhaps you should try again from the beginning.
Also, what did you select for export? Did you select the body mesh or the bones itself? If I'm not mistaken if you want to export skeleton and animation, you must select only the mesh. By selecting the options to export skeleton and animation in the export menu, both of those will be exported along with the mesh.
I haven't tested this myself but perhaps you should even parent the mesh to the skeleton before exporting, then select the mesh only in Object Mode and try exporting. Of course this is only a guess since I have never tried modding animation before so I don't even know if this is necessary.
Tried resetting the Rest position but it screwed up everything.
Tried uninstalling and reinstalling Blender, re-downloading the Blender Plugin, starting everything again, again, and I can't affect any changes on any of the animations, and I tried many.
It was a nice idea to have a go at the most basic of animation changes but if it takes days of effort to turn a hand and kink an elbow... and even when I did do changes the animation won't export... ugh, I guess it's just one more lost amateur modder.
Shame. This looked like it could be fun.
So, if I wanted to try my hands at animation, I'll have to spend a chunk of my time learning everything from scratch since I know very little about it and a lot of hours will go into experimenting with a lot of trial and error.
I decided not to do that considering I have so many projects currently on hold while at the same time I'm also hoping that one day someone will be kind enough to share their workflow in making Kenshi animation.
I know how much it sucks when you wanted to make something but it doesn't work even after you've spent a chunk of your time working on it. I hope someone with experience with animation will see this post and offer their help.
Should one day you find a solution to your problem, please share with us how you go about solving it so that we all can learn from it.
Now I just have to import it into FCS and see if I can get it into the game :D .. reinvigorated!
I don't know anything about Ogre3D animation files, but in general "animation" isn't that difficult. "Good Animation" is..
But, there are fifty-eleven free BVH mocap files out there with all sorts of animations in them so you don't have to do everything by hand The key is, of course, having a very good animation editor to reassign rigging bones as needed and an engine that will happily accept them and compensate for everything that isn't in the animation file. (Keep the character on the ground, etc.)
I used to have a nice stand-alone bit of software a guy wrote for Second-Life animation editing. Can't remember the darn name of it, but it was really nice for what it did.
However, Blender should have tools like that in it, so it shouldn't be that big of a deal to get in an additional animation. Your first stop should be the Ogre3D forums and tutes. Go out and grab a few free BVH animation files that are suitable from wherever. I'm sure there are some martial arts/sword-swinging/etc mocapped animations out there that would be perfect for Kenshi additions.
Free BVH mocapped animations from CMU - http://mocap.cs.cmu.edu
Ogre3D Animation and Movement - http://wiki.ogre3d.org/Animation+and+Movement
Editing Animations in Bledner - https://docs.blender.org/manual/en/latest/animation/index.html#
Enjoy!
By the way, the dev responded to another post which shares the exact error message as your original post up top. Apparently there's issues with the plugin.
Hit another issue where in-game skeletons (ie robots) don't play the animation when sneaking at high speed (when they should use ninjarun). I think I should be able to figure this out though. Guessing that skeletons may have their own .skeleton file, or maybe this skele's from a mod with their own race.
A weird one is that I have one named (ie FCS Character) Shek female that plays the animation fine, but another generic Shek female that doesn't. AFAIK that shouldn't happen.
With no fallback/default for individual animations, adding a new movement animation is near to impossible. Instead, you have to replace the original .skeleton files within your mod with all of the original animations still intact (rather than deleting them as suggested by the dev). This is a problem because if multiple mods have the full animation file in their structure, only the last mod on the list will have active animations.
TLDR; can't add new animations with new skeleton files for generic animations due to FCS mods allowing for new races.
Is there a way around this that anyone knows of?