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Animation Tool
Animation tool give you the ability to be able to import .bin animation, edit it and then export it to as bin file. There are many settings and option to go through, which will be covered on this page.
This is the path directing to the XML file, which is separated into two types:
- Dependencies XML - skeleton of the model (Ex. skeleton.xml or 0.xml)
- Model XML - the model itselves, such as hunter.xml, barrier_3.xml, and weapon_baton.xml
Dependencies XML is an XML containing node that the Model XML will be referencing from. For example; body.xml contains the capsule that is referencing the nodes/edges/figures from the Dependencies XML.
Model XML is a model XML. If the model is animated along with the Dependencies XML (Ex. composite weapon or bike), you can direct the path to that specific XML if you wish to import bike animation or composite weapon animation.
This is the main operator for importing/exporting animation into the rig.
- Import Animation - Select .bin animation file to import
- Export Animation - Export the animation into a .bin file
Instead of exporting the animation in a .bin file, it will export the animation into a .bindec file format instead.
If enabled, when importing the animations, it will mirror the rig accordingly to the selected Axis.
- Axis: X, Y, Z
Original:
Mirror Z:
Normally, the animation import will set the UV Sphere's position. If Use Armatuer is enabled, it will use the armature instead of node. If true, will show the following options:
- Use IK - Whether or not to import the animation in an IK Rig. If you are using the IK Rig, make sure this is enabled.
- Armature - The selected armature for animation import
- Type - Vector and Shadow Fight 2, if Shadow Fight 2 is selected it will show another options;
- Affect WeaponNode - Animate the weapon bone in the import.
The splining feature is for interpolating animation, similarly to how the game actually works. Both game usually contains moves xml file, which specify all of the animation event and such. If enabled, will show the following optoins:
- Stay in Place - Make the PivotNode static.
- Pivot Node - The name of the node that will be used as a reference for interpolation. (Ex. DetectorH or NHeel_2)
- Start Frame - Starting frame of the imported animation.
- Compile .bindec file into .bin
- Decompile a .bin file into .bindec format