Page 1 of 1

How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 6:17 am
by Redline
Which programme do I need to import player animations into XSI?

Re: How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 6:49 am
by [Padawan]Helkaan
Do you mean importing the JKA animations into XSI? I fyes, the JKA anims are already at .xsi format.

Re: How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 6:57 am
by DarthD.U.C.K.
i think hes talking of swbf-animations. its sadly impossible to import them into xsi.

Re: How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 8:34 am
by Redline
Sadly impossible that people make it possible at this page?

Re: How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 12:58 pm
by FragMe!
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.
Hidden/Spoiler:
[code]ANMS
{
File format version: 8.0
comp_debug level: 0
Num Animations: <5>
ANIM
{
Anim Name: <hansolo_pistol_standalert_idle_emote>
Anim Name CRC: <0x9a984d87>
Num Frames: <51>
Num Frames (from keys[0].quats.size) <51>
Num Joints: <26>
transBitFlags: <0x4>
AKEY
{
Jointname: <DummyRoot>
Joint CRC: <0x4446e9b8>
transBitFlag: 0
Compressed size: 828->32 bytes (3.9%)
First 10 keys <quat/pos>:
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
Last quat key: <0.000000,0.000000,0.000000,1.000000>
Last pos key: <0.000000,0.000000,0.000000>
}
AKEY
{
Jointname: <ALL_Pilot_Powerpack>
Joint CRC: <0xc7c743d8>
transBitFlag: 0
Compressed size: 828->32 bytes (3.9%)
First 10 keys <quat/pos>:
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
Last quat key: <0.000000,0.000000,0.000000,1.000000>
Last pos key: <0.000000,0.000000,0.000000>
}
AKEY
{
Jointname: <bone_root>
Joint CRC: <0x16e27226>
transBitFlag: 1
Compressed size: 1428->290 bytes (20.3%)
First 10 keys <quat/pos>:
-- <0.016442,0.056343,-0.000546,0.998276> <-0.024966,0.975869,-0.053463>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.025449,0.975196,-0.055220>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.025893,0.974940,-0.056838>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.026310,0.974939,-0.058353>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.026701,0.975113,-0.059777>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027069,0.975412,-0.061116>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027414,0.975806,-0.062374>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027738,0.976271,-0.063551>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.028039,0.976792,-0.064649>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.028320,0.977357,-0.065668>
Last quat key: <0.016442,0.056343,-0.000546,0.998276>
Last pos key: <-0.024966,0.975869,-0.053463>
}
AKEY
{
Jointname: <bone_a_spine>
Joint CRC: <0x5de52389>
transBitFlag: 0
Compressed size: 828->214 bytes (25.8%)
First 10 keys <quat/pos>:
-- <0.461374,0.477109,0.515976,0.541544> <0.000000,0.000000,0.000000>
-- <0.461789,0.479873,0.513407,0.541190> <0.000000,0.000000,0.000000>
-- <0.461854,0.482605,0.511589,0.540426> <0.000000,0.000000,0.000000>
-- <0.461535,0.485322,0.510142,0.539633> <0.000000,-0.000000,0.000000>
-- <0.461597,0.487652,0.508669,0.538868> <0.000000,0.000000,0.000000>
-- <0.461482,0.490166,0.507382,0.537899> <0.000000,0.000000,0.000000>
-- <0.461160,0.492482,0.506271,0.537106> <0.000000,-0.000000,0.000000>
-- <0.461012,0.494606,0.504956,0.536518> <0.000000,-0.000000,0.000000>
-- <0.460687,0.496917,0.503826,0.535724> <0.000000,0.000000,0.000000>
-- <0.460361,0.498840,0.503067,0.534930> <0.000000,0.000000,0.000000>
Last quat key: <0.461374,0.477109,0.515976,0.541544>
Last pos key: <0.000000,0.000000,0.000000>
}[/code]
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.

Re: How to import Player/Vehicle Animations into XSI?

Posted: Sat May 14, 2011 2:21 pm
by THEWULFMAN
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.