Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fortnite emotes #11

Closed
Blenux opened this issue Apr 27, 2018 · 17 comments
Closed

Fortnite emotes #11

Blenux opened this issue Apr 27, 2018 · 17 comments

Comments

@Blenux
Copy link

Blenux commented Apr 27, 2018

Hey man how things, just wondering if they is any updates coming to this addon, currently animation emotes from Fortnite ain't looking in properly,

https://i.imgur.com/HdQPzJc.png

has you can see from the picture, where I am cycled it is completely messed up, the actorXimport from gildor works like a charm, however I'm more used to Blender on etc and be nice if you can have a update for this perhaps?

Thanks for your time.

@Blenux
Copy link
Author

Blenux commented May 16, 2018

Found the issue, these 4 bones are the cause of it,

root = Root
spine_01 = Spine_01
spine_02 = Spine_02
spine_03 =Spine_03

Once I did that, the animations load in fine, is there anyway to have the bone names have caps on them automatically?

@Befzz
Copy link
Owner

Befzz commented Jun 8, 2018

pushed to "latest" branch.

ActorXImporter, was patched for that 😃 :

Revision History:
19.05.2018 v1.36
- using case-insensitive comparison when finding bones in scene for animation

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

Awesome job man thanks

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

There is a slight issue though, the animations are working great, however there is a problem with some bones that make the mesh all screwed up, like so.

Blender 2.7
pskerror2 7

also in Blender 2.8
pskerror2 8

Also with Blender 2.8, can't select more then one skeleton armature when importing a animation file, though understandable if this is due to early development etc...

Hope these are fixable, do not that these seem to only be with Fortnite assets, PUBG work great, so understandable also if your not incline to fix.

Thanks, Blenux.

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

Track down the issue (so wish I knew how to fix in the code also lol), turns out the vertex groups on the mesh get screwed up because of the caps now, so that case-sensitive update fixes for the skeleton but when it caps vertex groups, causes issues, but unknown why it's only the head and not the body etc.

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

2.79 - renamed the vertex groups
vertex_caps_issue_279

2.80 - after loading in a animation file, caps are the issue here now, (not to do with 2.80, just showing that vertex group issue, only issue in 2.80, is not being able to select or add more then 1 armature to load animation into)
vertex_caps_issue_280

@Befzz
Copy link
Owner

Befzz commented Jun 9, 2018

can you share some problematic psk/psa files?

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

Can upload soon.

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

https://mega.nz/#F!ZRMyyBLa!_ZChdp4np6GRQ5GbWfa3Yg

@Befzz
Copy link
Owner

Befzz commented Jun 9, 2018

Wrong animation is not related to vertex groups.

Vertex group names formed from a bone name. By renaming it, you just making it inactive(bone have no influence anymore).

Issue with animation importing was in this plugin and it still exists.

I don't know how to rewrite that part of code in a correct way 😄

Armature selection:
In 270: selected(3D View) will be used
In 280: choosed in 3D View Panel. If none, then selected in a 3D view

Before it was:
Choosed in 3D View Panel. If none, then selected first imported

@Blenux
Copy link
Author

Blenux commented Jun 9, 2018

oh ok, might just batch it all through 3ds max to fbx lol, slowly waiting for gLTF support to get better, so Gildor can implement it into uModel someday, just waiting on skeleton support I believe.

@Befzz
Copy link
Owner

Befzz commented Jun 15, 2018

WiP for 2.7x 😄 😄 😄

pskpsaimport_tease

@Blenux
Copy link
Author

Blenux commented Jun 16, 2018

Oh wow what was the cause?

@Befzz
Copy link
Owner

Befzz commented Jun 16, 2018

Calculation of pose(bone) location/rotation now done in python instead of forcing a blender to do it.
(from armature space to "pose bone local" space)

You can test ( version 2.7x ):
commit: 38d0961

latest branch: https://github.com/Befzz/blender3d_import_psk_psa/tree/latest/addons

@Blenux
Copy link
Author

Blenux commented Jun 16, 2018

ah nice, awesome fix man keep up the good work, will this be transferred to 2.80, has I still can't select more then 1 armature, after loaded in either the head or body, sorry to be a pain lol...

@Blenux
Copy link
Author

Blenux commented Jun 16, 2018

Right I manage to get the animations in Blender 2.80 by not using the Armature Selected of your importer for 2.80, and just have the armature selected, just has you did in the latest branch, once the above fix gets implemented by all good...

@Befzz
Copy link
Owner

Befzz commented Jun 22, 2018

animation import now works with oriented bones.
2,8 now supported (at least that build that i have)

io_import_scene_unreal_psa_psk_280.py at master

@Befzz Befzz closed this as completed Oct 24, 2018
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants