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Showing results for tags 'animation'.
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These models worked in previous versions of the engine. Some time ago, it seems that bone scaling was integrated and now these models don't work as they did before. I'm uploaded material-less versions of these models. These are the original Leadwerks Models. I suggest adding a way to adjust th...
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Hi everyone. I'm thinking a lot about baked physic simulation lately in a broad sense. I've been looking inside how different game engine handle this baked simulation. Like for exemple Or (Warning: I've never used Unity and don't know a thing) but like this tutorial for Unity :...
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I have an issue with importing skinned models. In the png preview, ythe model looks "sort of" ok. Except it's orientated so that the body is aligned with the x-axis (see barbarian_png_preview.png). When I open the model in the model viewer, I end up with the model looking extremely deformed as...
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Here's a few videos I've found on how to deal with animated objects in blender. Specifically transforming them to new locations, and scaling an armature with animations. (Like from mixamo) In this video the only thing that needs to be done different for armatures with animation trac...
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Just some background: i am making a game for a research project for school. I have no prior experience with coding so I'm a bit dumb Here's my question: How do i code in my animations? there are a lot of little things out there but they don't help me, i would appreciate it if someone...
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So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game. I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboard...
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Hey today i am working on animation but nop ;( I made an animation on blender (without bones) of an zippo, in blender the animation works but when i import it into LeadWerks there is no animation! I read some topic about an i think the problem is bones. I tried to attach bones to my m...
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I've uploaded the needed files to replicate this bug. If you press "T", the model will do it's attacking animation but the test function will fire as soon as you press "T", and not after the animation is done. Watch "Done!" pop up in the log in the script editor as soon as the animation starts!...
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So, I have a mesh with lots of animations and I forgot to make 1 animation. How can I add new animation from separated fbx file? Like, maybe save it with that 1 animation, without mesh but with same Armature or what; and after that, what shouldI do with it, how to link it? I've tried to export...
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Hi again! So, I started my first experiments with animations. Was doing progress, but encountered a problem I can't find an answer. I recorded a video. What is going on here? Animation is "working", but vastly different in Leadwerks! In video, animation displayed first like intended in Blender,...
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Hi after I exported my hands model as mdl (with Leadwerks Blender exporter) many of the animations were malformed? Anyone had the same problem? This makes the exporter pretty useless for me, as it works fine when I export as fbx. This is how it looks in LW: An this is how it look...
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Hi Leadwerkers , this time just a short entry showing some of the stuff I recently made. I think it looks pretty cool and wanted to share it with you. Some cool bow & crossbow rigs: Some examples of the new combat animations (WIP): Soon to be seen ingame and in action....
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Hi, recently I am working on some new animations for my FPS hands. The problem I have is I have for example a sword attack animation, and want the player to be able to equip diffrent weapons (types of swords). I kind of worked out a solution which works, but I causes a lot of trouble and is not...
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animation Only one thing moves at a time in animation
JustBrownie posted a topic in General Discussion
I made a simple gun in blender and animated it to reload and fire, and when i import the .fbx into leadwerks, it shows the full gun moving, and the magazine only moving, in two different animations. I want the gun to move into place, then the magazine to drop and go back in. It shows it like this in... -
I have been making a bunch of models in blender with Leadwerks that have animation, and I export them as .FBX and then use drag and drop to import then and it all works perfectly fine, no errors, i can open them up and look at them (after scaling them down) and it's fine, except the animation isn't...
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I have an Issue when I import Models from Blender that are animated with bones and armatures. I have the Leadwerks export plugin installed in Blender but you can also export with FBX. However the result is similar. I have made a video about it and uploaded it on youtube: Sometimes...
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In the model viewer there is an option to import an animation. I think if you have the right format of text file then it can construct the multiple animations from a single track if you tell it which frames to pull out. I can't find the format for this anywhere. Can anyone supply a link to th...
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My animations do not run using the script " MonsterAI.lua "
psygnosys posted a topic in Game Artwork
Hello Friends I am encountering problems in applying the script " MonsterAI.lua " My character has 4 basic animations, I followed exactly all settings using the models Leadwerks " crawler " , however my character does not run animations , performing only 2, Stopped and Killed when I throw it...- 12 replies
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Hi everyone, I have a character model with an animated arm. I want character's neck bone to rotate following my mouse look rotation. Everything seems to be ok if I don't use entity:SetAnimationFrame, character head rotates nicely. But when I apply entity:SetAnimationFrame to animate the arm,...
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model_path = "G:/342/fff/Models/Characters/Crawler/crawler.mdl"; model = Model::Load(model_path); model->SetAnimationName(1, "Run"); std::cout << "Animation: " << model->GetAnimationName(1); anim = 42; std::cout << "*******animname***: " << model->animationname[1]; model->SetAnimationFrame(Tim...
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Well, I've bought the model, but animations did by myself. I think I cannot just post this model on forums. I'm gonna try to say what's wrong. I have a model. Here: As you can see - all vertex are assigned and animations works fine: File is in .fbx format: After importing...
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In unity you have the ability to select how detailed the animation gets rendered in frames per second. how would this be possible to determine in the crawler prefab ( MonsterAI script )? I want to get more fps in the game when there are very much crawlers in the scene.