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Post by death72 on Aug 5, 2013 21:14:57 GMT -5
So it's no secret that people have been able to rip the animations from Sonic Colors (or Colours for you European peeps) and use them for the various Blitzsonic engines and whatnot. So I recently had use for the animations and attempted to rip the ones I needed. For example, when Sonic is walking in reverse. I found the .brres file opened Brres viewer, exported as .psk/.psa for the model and animations, imported it in MilkShape, exported in .b3d, opened it in Fragmotion saved as .ugh, and merged the animation that I needed to an existing Sonic model with the EXACT SAME bones and the EXACT SAME name for every single bone. And here is where my issue lies. Here is the animation as itself: Exported directly form MilkShape, Rotated and Transformed to match the existing Sonic model Now here's what comes out when I merge the animation into the existing Sonic model: NOTE: Some of these show up in MULTIPLE merges So after exhausting almost every option I could think of (Importing as a different file type, merging straight form MilkShape,etc.) I'm at my wits end dealing with this. Literally. I am about to flip major pancakes right now. SO can somebody, ANYBODY help me to find what's wrong. Or If you feel that you are better at this than me, which you probably are, and want to be a little generous can send me every (and I mean EVERY) animation from Sonic Colors, preferably in .ugh/.fbx format. It would immensely appreciated. kthxbai
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Post by Amnimate on Aug 6, 2013 11:39:51 GMT -5
All I know is that I had a similar issue with one of my own models and fixed it by changing the bone rotation and transformation attributes before exporting.
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Post by death72 on Aug 6, 2013 18:06:49 GMT -5
That's what I did. >_________________< It has worked before and sometimes it has worked randomly, but I was never able to replicate it.
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Post by Amnimate on Aug 6, 2013 18:43:43 GMT -5
Care to upload the UGH or B3D so we can check it out ourselves in hopes we can probably not fix it?
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Post by death72 on Aug 7, 2013 14:37:08 GMT -5
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Post by Amnimate on Aug 7, 2013 22:14:07 GMT -5
Ugh. Imagine you put your belt on and realized you put it in the opposite side and the only way to fix it is to completely take it out and fix it. That's the situation you're in Anyway, although joint orientations may seem the same, the program lies. Why is it that in the Generations rig Rotation of the Left arm down increases positively in the Z axis whereas the colors one is the opposite. It is impossible to orient the joints in a rig without completely messing up the animations. You have two options here: Fix up the Colors animations and keep the rest the same, or vise versa. I noticed the errors in animation have to do with the numbers whether it's positive or negative. For example, to fix the left arm joint in the animations, make the Z rotations positive, etc. That's the simplist way to fix it. Sorry, there's nothing more you can do. The orientations of the Colors model are screwed up and since it's animated, you can't change it. Like I said, mess around with the transformation numbers by seeing what happens if you make it negative or positive for a bit and you'll fix it. However, instead of merging the animations, wouldn't it be a wiser idea to just rig it on the model You'd save WAY more time.
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Post by death72 on Aug 8, 2013 11:40:56 GMT -5
Yeah that's probably what I'm going to end up doing, but having to completely redo an animation and retaining the quality of all the previous animations seemed like a task I would rather avoid. But with a second opinion i might have to suck it up. Thanks for trying to help dude, appreciate it.
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Post by Amnimate on Aug 8, 2013 11:52:27 GMT -5
Sorry I couldn't help :V But it's okay, the SG model isn't hard to rig.
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