Comments (17)
https://mega.nz/#F!ZRMyyBLa!_ZChdp4np6GRQ5GbWfa3Yg
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oh ok, might just batch it all through 3ds max to fbx lol, slowly waiting for gLTF support to get better, so Gildor can implement it into uModel someday, just waiting on skeleton support I believe.
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Found the issue, these 4 bones are the cause of it,
root = Root
spine_01 = Spine_01
spine_02 = Spine_02
spine_03 =Spine_03
Once I did that, the animations load in fine, is there anyway to have the bone names have caps on them automatically?
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pushed to "latest" branch.
ActorXImporter, was patched for that 😃 :
Revision History:
19.05.2018 v1.36
- using case-insensitive comparison when finding bones in scene for animation
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Awesome job man thanks
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There is a slight issue though, the animations are working great, however there is a problem with some bones that make the mesh all screwed up, like so.
Also with Blender 2.8, can't select more then one skeleton armature when importing a animation file, though understandable if this is due to early development etc...
Hope these are fixable, do not that these seem to only be with Fortnite assets, PUBG work great, so understandable also if your not incline to fix.
Thanks, Blenux.
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Track down the issue (so wish I knew how to fix in the code also lol), turns out the vertex groups on the mesh get screwed up because of the caps now, so that case-sensitive update fixes for the skeleton but when it caps vertex groups, causes issues, but unknown why it's only the head and not the body etc.
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2.79 - renamed the vertex groups
2.80 - after loading in a animation file, caps are the issue here now, (not to do with 2.80, just showing that vertex group issue, only issue in 2.80, is not being able to select or add more then 1 armature to load animation into)
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can you share some problematic psk/psa files?
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Can upload soon.
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Wrong animation is not related to vertex groups.
Vertex group names formed from a bone name. By renaming it, you just making it inactive(bone have no influence anymore).
Issue with animation importing was in this plugin and it still exists.
I don't know how to rewrite that part of code in a correct way 😄
Armature selection:
In 270: selected(3D View) will be used
In 280: choosed in 3D View Panel. If none, then selected in a 3D view
Before it was:
Choosed in 3D View Panel. If none, then selected first imported
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WiP for 2.7x 😄 😄 😄
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Oh wow what was the cause?
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Calculation of pose(bone) location/rotation now done in python instead of forcing a blender to do it.
(from armature space to "pose bone local" space)
You can test ( version 2.7x ):
commit: 38d0961
latest branch: https://github.com/Befzz/blender3d_import_psk_psa/tree/latest/addons
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ah nice, awesome fix man keep up the good work, will this be transferred to 2.80, has I still can't select more then 1 armature, after loaded in either the head or body, sorry to be a pain lol...
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Right I manage to get the animations in Blender 2.80 by not using the Armature Selected of your importer for 2.80, and just have the armature selected, just has you did in the latest branch, once the above fix gets implemented by all good...
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animation import now works with oriented bones.
2,8 now supported (at least that build that i have)
io_import_scene_unreal_psa_psk_280.py at master
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Related Issues (20)
- Error when importing psk from DBD HOT 2
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- "Failed to initialize bundle downloader. high resolution textures will not be downloaded." HOT 1
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