How to import Player/Vehicle Animations into XSI?
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Redline
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How to import Player/Vehicle Animations into XSI?
Which programme do I need to import player animations into XSI?
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[Padawan]Helkaan
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Re: How to import Player/Vehicle Animations into XSI?
Do you mean importing the JKA animations into XSI? I fyes, the JKA anims are already at .xsi format.
- DarthD.U.C.K.
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Re: How to import Player/Vehicle Animations into XSI?
i think hes talking of swbf-animations. its sadly impossible to import them into xsi.
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Redline
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Re: How to import Player/Vehicle Animations into XSI?
Sadly impossible that people make it possible at this page?
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FragMe!
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Re: How to import Player/Vehicle Animations into XSI?
None of the current converters, 3DUnwrap, 3DObjectconverter etc export animation although the do export nulls for bones (exported as .xsi)
Now you could get partial animation information which you would then have to apply to each bone transition manually. The information can be retrieved by adding /comp_debug 0 /debug after zaf in the .bat file for the animation. This will create a .zat file which has tons of information plus the joint transform/roatation information for the first 10 frames (unfortuantely) and the last frame but unless you can figure out and translate quat (4 coordinate rotation information) it would be quite hard.
Here is an example of part of the zat, it is Han Solo special animations.
Looking at 1 line
<0.016442,0.056343,-0.000546,0.998276> <-0.024966,0.975869,-0.053463>
These first four numbers relate to rotation the last set are position
Like I said lots of fun and work.
Now you could get partial animation information which you would then have to apply to each bone transition manually. The information can be retrieved by adding /comp_debug 0 /debug after zaf in the .bat file for the animation. This will create a .zat file which has tons of information plus the joint transform/roatation information for the first 10 frames (unfortuantely) and the last frame but unless you can figure out and translate quat (4 coordinate rotation information) it would be quite hard.
Here is an example of part of the zat, it is Han Solo special animations.
Hidden/Spoiler:
<0.016442,0.056343,-0.000546,0.998276> <-0.024966,0.975869,-0.053463>
These first four numbers relate to rotation the last set are position
Like I said lots of fun and work.
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THEWULFMAN
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Re: How to import Player/Vehicle Animations into XSI?
I had talked about this to my team, and in regard to FragMe!'s solution, it is literally, easier to make new animations that mimic the stock ones.
