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[Guide] Importing the Astronaut into Blender

Discussion in 'Modding Guides and Tools' started by Harag, Apr 12, 2016.

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This last post in this thread was made more than 31 days old.
  1. Harag

    Harag Junior Engineer

    Messages:
    913
    These are are steps required to import the astronaut into Blender (2.77 at the time this was written):

    Install the ModSDK
    See here.

    Import the Astronaut
    1. In Blender choose File > Import > FBX
    2. The model file of the astronaut is located at <ModSDK>\OriginalContent\Models\Characters\Astronaut\SE_astronaut.fbx.
    3. Use these settings:
      • On Main disable everything except Use Pre/Post Rotation
      • On Armatures disable everything and choose X for the Primary Bone Axis and Y for the Secondary Bone Axis

        [​IMG]
    Fix the Parenting
    Five of the six empties are not parented properly after import (this might be fixed in a later Blender version). To fix this
    1. Select one of the empties
    2. Switch to the Object property panel
    3. Under Relations
      1. Choose SE_main_root as the Parent
      2. Bone as the Parent Type
      3. The correct bone for each empty
        • For FrontJetpackDummy and BackJetpackDummy this is SE_RigSpine3.
        • For HeadDummy, LeftLightDummy and RightLightDummy this is SE_RigHead.
    [​IMG]

    EDIT: Currently this still positions the dummies at the wrong location on export from Blender.
    I haven't found a proper solution, yet.


    Adjust the Scaling

    1. Select everything with A
    2. Hit Ctrl + A to Apply Transforms and choose Scale
    Setup the SE Block Tools Addon
    To export the astronaut with the Block Tools you need to use a custom node tree for the export.

    [​IMG]

    Configure the scene to use this node tree

    [​IMG]
     
    Last edited: Apr 25, 2016
    • Informative Informative x 2
  2. Inferi

    Inferi Apprentice Engineer

    Messages:
    138
    Maybe a stupid question, but will this let me do the animation in Blender and then Export it so it functions in game? I am really just after a static "pose" for my cockpit model. So if I change the pose of the character in Blender, do I then just export it?
     
  3. Harag

    Harag Junior Engineer

    Messages:
    913
    There's a preset Animated Pose in the export options (first image under Setup the Addon). It basically makes sure only the armature and the animation are exported. I only played with this a little bit. If I recall correctly you need at least two frames of animation or MwmBuilder will abort with a message saying it needs at least one mesh or animation.
     
  4. Inferi

    Inferi Apprentice Engineer

    Messages:
    138
    Ok, nice. Ill try it out today then :) The 2 frame animation was the same in the old character system so I bet that is true now also.
    --- Automerge ---
    OK, so been sitting with this for some hours now and its making me crazy :) Watch this video and tell me if I am doing anything wrong:


    I have already imported the fbx as you showed above.
     
  5. Harag

    Harag Junior Engineer

    Messages:
    913
    I think the problem is actually with your Animations.sbc. I believe with the new AnimationController animations from this file no longer trigger even though you get the icon in the G-menu.
     
  6. Inferi

    Inferi Apprentice Engineer

    Messages:
    138
    Hmm, it dont seem to be anyone that knows how this new system works yet. I have been playing around with the animation controller and I have no idea. searched info on it and no one knows. I guess I just have to wait.
     
  7. Xanatos

    Xanatos Trainee Engineer

    Messages:
    81
    Hey Harag, I'm wondering if you can help me with something.

    I've got my astronaut imported, sbc setup etc. Character is playable, ragdolls working and so on.

    Only problem is, my first person camera is in the floor, where the root of SE_head_nobeard is within Blender.
    Is it something I need to fix within the mesh file, or can/must it be offset in the Characters.sbc?
    I've tried moving the root up and repositioning the mesh, but the camera still defaults to the ground!
     
  8. SurplusIron

    SurplusIron Trainee Engineer

    Messages:
    4
    You probably need to create an empty called "HeadDummy" and link it to a bone in your armature's head region. That seems to be working for me!
    [​IMG]
    [​IMG]
     
    Last edited: Jun 30, 2017
  9. Kham

    Kham Apprentice Engineer

    Messages:
    478
    I seem to get as far as "Setup the SE Block Tools Addon" then I hit a wall.
    I don't see the nodes "Object Filters" or "Block Export" to set up the mwm export as detailed above. I've done this in the past with Blender 2.77 so I'm not sure if it's because I'm using 2.78c now or if I've just lost my mind and missed something obvious... Any ideas?

    Edit: Found them. Now just to get mwm builder to stop failing and I'll be rolling.
     
    Last edited: Jul 13, 2017
  10. SurplusIron

    SurplusIron Trainee Engineer

    Messages:
    4
    Change to Node view (1), click the gear (2), select MwmExport from the list (3). Change your settings!
    You will also need to select the MwmExport node system (5) from the scene tab (4) of your scene.



    Also somebody let me know if you figure out how to export a model with working animation.
    I've have tried numerous times and I always end up with 'working' animations that turn my character into spagh
     
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  11. Kham

    Kham Apprentice Engineer

    Messages:
    478
    Thanks for the reply. Though as I said in my edit, I'd already found it. I'm sure the reminder will come in handy a year from now though when I inevitably forget where it was again haha.
    My issue with mwm builder was also fixed by downloading an older version as I couldn't get the version in the SDK to work at all.
     
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