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
One way or another you're going to need to rig your mesh up with bones and animate them.
Yup, I know that I can do that and was thinking about trying to do just that using SFMPhys.
But then I showed the mug animation to Rantis and he informed me that bake vertex animations are possible in SFM (as well as Dota2, but trying it in any other Source engine will crash the engine).
In fact I believe the latest version of MESA now has a button for exporting baked Mesh (Vertex) animations to SMD and also creates both the VTA and the qci for the animation. (I just can't find the dag page I saw it on again)
But, this, https://www.youtube.com/watch?v=0ZZ8xH_nvX0 (done by Cra0kalo), this tutorial http://facepunch.com/showthread.php?t=1252740 (that I thought was done by narry) and the wing segment starting at :38 of this https://www.youtube.com/watch?v=snRc_yQTK7U&list=UUtZwhdkGL9Hfg5a-iqRWTPQ talk about or are baked vertex animations; (not SFMPhys or boned animation effects)
This is what sparked this conversation and I was wondering if it might be an aspect you might know about how to do now using the current BLeST or be a feature you might be considering or working on for a future release.
Thanks
(Now for something completely STUPID. Everytime I look at that cloth picture I try to spin it as if I were using it in Blender to look at it)
http://steamreview.org/BlenderSourceTools/release/blender_source_tools_2.2.0_beta.zip
Im my case aI have an object that has 50 fragments. Cell fracture converts these to indivdual objects with origins at the center of each object. BLeST sees these as individual DMX/SMDs. I assume I have to add the vertex animation for each object and this (like its Maya counterpart) only works with the SMD format... This is not a problem, and I see that BLeST adds an icon beside the SMD when the the VA is added (kewl).
Confusion points.
Do I have to create a QC Segment for each object as well, if so, I end up with a Control has already been created error when i compile the qc.. or do I have to rename each control...
If I try to create a QC Segment after doing the export I find that only the SMD selected at the time of generation is referenced. (There is only 1 vcaanim_VertexAnim.smd and one VertexAnim.vta file created) The size of these files suggest that it is only 1 object that has been recorded and the files created.
hmm, I am wondering if I have to rename the VertexAnim reference under the Vertex Animation Tool for Each Object so a vca!!.smd and a va!.vta is created for each as well?? (If this is the case, is there someway to have the tool do this automatically as the objects are added (ie vcaanim_smd_objName.smd and va_smd_objname.vta?))
Not working for me, but I'll keep at it... I'm getting various errors, hmmm, I think I'm doing it wrong.
Seems to add new SMDs to the list, (doubling the SMD count everytime I try. some with Animations listed, some without. Using Blender 2.70a, I'll try by falling back to 2.69b)
If new items appear after an export, you are probably running Blender in debug mode 2 or higher. Reduce the value with Ctrl+Alt+D.
So, I grouped the animated shards as you suggested, but when I export it just becomes a clump, so I'm going assume I still have to bone each shard in order to keep the integrity of the mug? (I'll give that a try... and maybe I should read the entire post you made, especially the part about group animations not available yet... lol)
Apologize being a pain, but this is a giant step forward and will really ba a benefit to the community.
I'm hoping to add this functionality to the guide ( http://steamcommunity.com/sharedfiles/filedetails/?id=245723825 )