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Export FBX animation #59
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Aah it's unfortunate that Unity's FBX export doesn't bake in the inverse kinematics. If there isn't a way to do that with the built-in exporter then you may have to write your own exporter that goes frame-by-frame and dumps the IK-updated position of bones. @LazyDuchess has an example of an |
Unfortunately, I don’t know the programming language in C#. Could you help me write the script? |
Hey @alexcroft93, sorry for the late response but I pushed some code to the branch This adds a "baked" version of each animation as it plays which should hopefully survive the export process. Could you give this a try and see if it works? |
That's awesome! Would you mind saving one of those animations out as a As for loading animations from the DLCs, after this line: OpenTS2/Assets/Scripts/OpenTS2/Engine/Tests/SimAnimationTest.cs Lines 31 to 34 in be73b02
go ahead and add the line contentProvider.AddPackages(
Filesystem.GetPackagesInDirectory(Filesystem.GetDataPathForProduct(ProductFlags.Business) +
"/Res/Sims3D")); You can find the other |
Sure. To export the animation I select only the one baked animation deleting all others animation array elements in the animation section of the inspector under the amFace_cres object. |
I pushed some code that optimizes the keyframes used in the animations to make it take up less space. I also made a separate baked object to just contain the animations at the Using the https://github.com/KhronosGroup/UnityGLTF extension, I was able to manage to export the sim and animations into a You can switch between the animations by filtering to |
It works!! Thanks to your work, there is finally a way to export animations from The Sims 2 (using unity). |
Hello, your re-implementation of the sims 2 in unity is really impressive.
I'm currently looking for a way to transfer animations from The Sims 2 to Blender.
I've downloaded the OpenTS2 Unity project and loaded everything correctly with @ammaraskar unity simanimationtestscript. I'm able to play the animations and view their keyframes. Now, I tried exporting the mesh, rig, and animation to Blender using a Unity FBX export, but it seems not to work correctly. Maybe for the IK CHAIN. Is there a way to bake the ik chain directly in unity of the simanimationtestscript to the rig bones, so when i import the fbx in blender it reads only the bones keyframes and not also the ikchain (ik bones).
thanks
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