What am I doing wrong? Animation help needed
Posted: Sun Apr 19, 2020 4:24 am
I am new to Kenshi modding, but I am not new making animations (Second Life).
I am trying to replace the sit chair animation for a chair I made
I am using Blender 2.8 with Kenshi Import plugin 2.8 (I checked both versions are the same)
I managed to import the vanilla female skeleton, deleted all but one animation on the NLA (Non Linear Animation) list,
I renamed the animation strip and the skeleton, saved the blender project, clicked the female mesh and then the skeleton (w shift) in Object Mode.
(I did not make any edits to the actual animation)
I exported using Kenshi Ogre mesh and having Export Tangents, Export Binormals, Export Skeleton, Export Animation tagged
then I copied the skeleton (newcomfysitF.skeleton) and pasted it in my mod folder under character\meshes\female_skeleton path
In FCR I have
Unique ANIMATION_FILE under Animation Files which I named Cozy Sit Animation. Inside it it has the path to the skeleton in the character\meshes\female_skeleton file (.\mods\Cozy Furniture\character\meshes\female_skeleton\newcomfysitF.skeleton
in my chair file I have functionality CBT chair animation
under CBT chair animation I have animation CBT Cozy Sit In Chair Animation
under it the anim name cozysitF (the same as in the Blender strip/track)
I have tested my chair with other creator's animation skeletons and anim names and it works perfectly with these setups in FCS.
Same issue happens whether I use the plugin's own template or the vanilla female skeleton (renamed ofcourse) So something must be wrong with Blender export. Help?
Does the animation need to have the default pose at the frame 0? (In Second Life it is mandatory for reference, but, as I said, I did not actually edit the animation, just renamed it)
Here is a video of my process. Please what am I doing wrong?
https://youtu.be/VHAJ3Fcpv2w
I am trying to replace the sit chair animation for a chair I made
I am using Blender 2.8 with Kenshi Import plugin 2.8 (I checked both versions are the same)
I managed to import the vanilla female skeleton, deleted all but one animation on the NLA (Non Linear Animation) list,
I renamed the animation strip and the skeleton, saved the blender project, clicked the female mesh and then the skeleton (w shift) in Object Mode.
(I did not make any edits to the actual animation)
I exported using Kenshi Ogre mesh and having Export Tangents, Export Binormals, Export Skeleton, Export Animation tagged
then I copied the skeleton (newcomfysitF.skeleton) and pasted it in my mod folder under character\meshes\female_skeleton path
In FCR I have
Unique ANIMATION_FILE under Animation Files which I named Cozy Sit Animation. Inside it it has the path to the skeleton in the character\meshes\female_skeleton file (.\mods\Cozy Furniture\character\meshes\female_skeleton\newcomfysitF.skeleton
in my chair file I have functionality CBT chair animation
under CBT chair animation I have animation CBT Cozy Sit In Chair Animation
under it the anim name cozysitF (the same as in the Blender strip/track)
I have tested my chair with other creator's animation skeletons and anim names and it works perfectly with these setups in FCS.
Same issue happens whether I use the plugin's own template or the vanilla female skeleton (renamed ofcourse) So something must be wrong with Blender export. Help?
Does the animation need to have the default pose at the frame 0? (In Second Life it is mandatory for reference, but, as I said, I did not actually edit the animation, just renamed it)
Here is a video of my process. Please what am I doing wrong?
https://youtu.be/VHAJ3Fcpv2w