Jump to content
Hash, Inc. Forums

animation master to blender ?


stefff285

Recommended Posts

please at first accept my apologies, i don't want to go to blender but export animation done under animation blender TO blender cycles

 

of course .X seems good but i go to find x import in blender

 

and go to animate under animation master someting for demoscene so then ^^^^

 

kindly regards

 

stéphane

Link to comment
Share on other sites

Look again, there is no import of X files to blender! Because it is in Blender in the import--export section does not mean, that there is a importer too!

But you can get your animation in Blender via the MDD file format. That works quite niceley, at least it did, when I made some small tests with one of my

characters.

BTW: The laurels for finding that workflow goes to the Soulcage guys. Thanks for sharing guys, much apprechiated!

Regards,

Heiner

Link to comment
Share on other sites

Hi there,

you make your model in AM and animate it. Then you can export the animation as MDD and import that into Blender.

It does not matter if you start your model as a OBJ which you import in AM and work in AM or if you do the modeling entirely in AM.

The MDD is the entire animated character. If you want the character to interact with something, then you import OBJ models as props

into AM and use them in a Action to position your character acordingly. Is the animation finished, delete the prop and export MDD.

I Blender import MDD and object to interact. Position camera and render.

You can not do any adjustments to your character other than on vertex level: No bones and such things in the MDD

Cheers

Heiner

Link to comment
Share on other sites

Hi,

Your MDD must be in the same subdivision whith your model.
In Blender there is two way to import MDD. The better is using "Mesh cache modifier".
The scale must be 1 in option of your Obj import in blender, to be in the scale of your MDD format.

Blender not use the same XYZ, it use XZY. (so it is to changed in option import)

The Obj AM export have some bugs.
AM use polygones not attached in AM, so when it must attached them to create Obj format, it do mistake, and sometime have not solution to stick edges and vertices. Hooks is badly exported.

I have create a little tool to "repear" Obj ,see this topic: https://www.hash.com/forums/index.php?showtopic=47134&page=2
By this way, you can export all your models without hooks. with the subdivision you want (not variable) (helas, my code is not strong enough with big models :( )

If you have hooks in your models... if there are more than one hooks by patches, no good solution for yet. If you have less than one hook by patches, then you can export without subdivision.
Actually, Obj export have bugs with hooks export when subdivised, and MDD have some problems too with hooks, some vertices movement are not assigned to the good vertices.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...