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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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NightSkiesPony Agent

Joined: 02 May 2022 Posts: 15
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Posted: Fri May 06, 2022 4:15 pm Post subject: Blender Character Model Export and Import Flow |
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Final process has been worked out thanks to people and MRKane
Requires paid blender plugin better fbx importer/exporter ($28 for one person), unfortunately.
http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=75520#75520
export from model editor as dae -> better fbx import -> some tweaks in the above guide -> better fbx export -> import, and all animations are no longer broken!
MRKane wrote: | To fix the animations and rigging with the Better FBX plugin, please note that I'm writing this from memory so it's probably wrong in one of the steps:
-export as a dae file as this scrubs a lot of the finicky position information
-when importing check "fix bone positions", and uncheck "automatic bone orientation" to get bones as joints
-select each of the imported mesh objects and clear the transform while keeping position, then apply the armature modifier, then clear the object parent while keeping the transformation
-go into pose mode for the armature and apply the pose position as rest position to correct the zeroing of the armature while in edit mode
-reapply the meshes to the armature and don't worry, they'll have kept the vertex assignments
The core issue with the animations is that not many programmes respect the bone offsets field in the FBX format - and there's no 'rest pose' written on import. I don't know if this is a FBX thing. |
This absolutely worked (made instructions plus my mods to it)
1. export as a dae file (from model editor)
2. when importing check "fix bone positions", and uncheck "automatic bone orientation" to get bones as joints. Bones should import as a sideways H, not with all bones at the center in object mode (show bone names in armature options to othis in object mode (in edit mode they will still be at 0 at this point before we've fixed it).
X (I would skip this. I found this not necessary and the scale messed things up) select each of the imported mesh objects and clear the rotation and scale transform while keeping position transform
3. Apply the armature modifier to each mesh part by selecting all of the imported mesh objects and choose Object->Convert->Mesh.
4. select all the imported mesh objects clear the object parent while keeping the transformation
5. (this is very key) go into pose mode for the armature and apply the pose position as rest position to correct the zeroing of the armature while in edit mode. The rest pose and pose position will now be the same. Before rest pose was all bones at 0. Now its fixed.
6. Room4B_primary (low res hips) doesnt come attached to the armature and always needs weight painting to a vertex group named 1 (for bone 1, hips), at least in the usual player models.
7. reapply the meshes to the armature and don't worry, they'll have kept the vertex assignments. No need to parent them to the armature.
8. On Better FBX export, all default options, except turn on "Include Armature Deform Modifier"
Would be nice to have a workflow for non-paid blender plugin, but this plugin is only $28.
Last edited by NightSkiesPony on Fri May 06, 2022 11:55 pm; edited 2 times in total |
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NightSkiesPony Agent

Joined: 02 May 2022 Posts: 15
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MRKane 007

Joined: 11 Dec 2008 Posts: 1031
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Posted: Fri May 06, 2022 7:54 pm Post subject: |
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I think it's awesome that you've got good clear instructions up for everyone! Hopefully this'll help the community generate more more fantastic content!
It might be worth mentioning that I did a lot of directed development for the Perfect Dark mod I was making, Dark Noon, but have since moved to Goldeneye.
https://www.youtube.com/watch?v=wLu2gyqUkCQ _________________ No Mr. Bond, I expect you to be re-coded! |
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