3rd Party Models/Media Chat / Importing a Armature with Animation from Blender to GameGuru

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MrEaKing(YT)
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Posted: 31st Aug 2017 09:56 Edited at: 31st Aug 2017 10:36
So I was having a bit of trouble trying to get my model with a custom bones and animations into GameGuru here is what i did to get it to work.
Posting in case it can help anyone else, or if i get stuck again lol.


--I guess you could technically create a custom enemy/ally or wildlife doing this though you would have to create the AI.
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Belidos
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Posted: 31st Aug 2017 10:49 Edited at: 31st Aug 2017 11:17
Nice video, will be very helpful to many people.

Not entirely sure why you've used fragmotion though, i've found all my own created and animated models to work perfectly direct from blender, it's only ones that i've tried to import an existing rig/animations onto that seems to mess up, and for fixing that you just need to use mender to load and save.

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MrEaKing(YT)
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Posted: 31st Aug 2017 11:04
Thank you, and I use fragmotion (root frame thing) because of the rig otherwise its all janky. I guess mender would be another option.
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Belidos
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Posted: 31st Aug 2017 11:18 Edited at: 31st Aug 2017 11:22
Yeah, i suppose it depends on how you create the rig, Blenders great, but combined with rigs and GameGuru things can get a little crazy.

While i'm talking about blender/bones/gameguru acting crazy, another quick tip (something i noticed that you seem to do yourself so more a tip for others not you), when using blender to created rigged characters, mainly for mechanical type entities like robots etc.

You will be tempted to create your "robot" with each limb and joint as a separate object within the mesh (it's easier to make a multi-part model that way) however with rigged entities coming from Blender it's best to try to use single meshes using vertex groups to assign bones to limbs.

For some reason a multi-object mesh with bones when imported into GameGuru (in some cases, it doesn't always which is why it's annoying) will literally fall apart when placed in the editor, with all its parts scattered on the ground. It drove me crazy when i made my first mech and every time i imported it it appeared in the editor in pieces lol.

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JackalHead
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Posted: 11th Sep 2017 21:55
Cool tutorial and I thank you for it, but what about a custom player character. How do you import a custom animated player character with first or 3rd person. This tutorial will be great for making npcs you talk to.
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MrEaKing(YT)
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Posted: 12th Sep 2017 08:03
For a custom animated player character in first person you would need to just remake the HUD.x for your character with each weapon that they would be holding either making the arms skeleton and weapon then animating and saving as a hud.x or you could just retexture the hud.x for a specific weapon that is already done then that way you don't have to model and animate the guns and arms. for third person i haven't really looked into it but since it seems to use the animations from the enemy characters i believe if you were to use that rig with those animations then it should work the same as any other character just dropping onto the start marker but i believe writing your own 3rd person script would be best so you could call upon the animations you make for your character so if they have a specific style of running or jumping that can be incorporated or if you want your player to use multiple weapons since most enemies only use 1 weapon and only have animations for 1 by making your own animations and script you can have a character that uses multiple weapons properly however this would be very time consuming but well worth it in the end. I would think 2-5 months for 1 character from scratch, only one person doing everything. all depends on the person as well as the character (how detailed and unique it is). I am personally opting for the retexture of the already animated arms lol so much less work. My next project though I plan to create a 3rd person character from scratch like i was just talking about it just opens up a lot of possibilities. Sorry for the novel lol.
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JackalHead
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Posted: 15th Sep 2017 17:30
Bel, which version of blender do you use please and what settings? Im using 79 and 78 and when i export my directx characters there all messed up. Thanks
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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Belidos
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Posted: 15th Sep 2017 19:40
I used 2.78 and 2.79

Its not a setting that's warping it, i think its gameguru using a different method of weighting, all my character come out warped if I put them straight into blender, to fix them run them through mender before putting them into gameguru. I also add them to gameguru manually I never use the importer.

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