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luckk93 avatar luckk93 commented on July 27, 2024 1

I just saw that a similar issue to mine has been discussed here.

In this reply you said that "the animations were stored in a different format than they are now" and that "it didn't use CurveData yet, it stored data directly in the TransformTrack node".

May I ask how do you know about this? If you could point me to some resources that explain how GR2 files are (or, in this case were) structured, I could modify your program to suit my needs but currently I have no idea where to look for such information.

Thanks again, hope to hear from you soon.

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Norbyte avatar Norbyte commented on July 27, 2024 1

I've added generic support for old (tag ID 10) animations in the latest version and it seems to import your animations properly.

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luckk93 avatar luckk93 commented on July 27, 2024 1

Hi, I tried to open the model and the animation using the correct settings in Blender, and I have noticed that some things in the mesh and animations are messed up (probably because of blender dae import).

The animation does strange moves, and the bones of the mesh are not all connected together.

If you could explain to me how do you calculate the position of the bones depending on bones translation and rotation (_root.Skeletons.Skeleton.Bones.Bone.Transform.Translation/Rotation) maybe I can try another way to import the model in Blender.

Thanks again for your time,
luckk93

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luckk93 avatar luckk93 commented on July 27, 2024

Thank you.

It seems that now it creates the .dae file for the animations. But I was unable to see the animations using Blender, Unity3D or Cinema 4D.

Have you tried to open it? If yes with which program?

Thanks again for your help.

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Norbyte avatar Norbyte commented on July 27, 2024

I've checked the anim with Blender v2.77. You have to rescale it though, as the model is way too large and gets clipped, so I scaled it by about 0.01.

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