Rules for Submitting Animations? - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: Rules for Submitting Animations? (/thread-40729.html) |
Rules for Submitting Animations? - Boxy - 06-11-2022 Are there rules when submitting animations with models? For example a preferred format, whether it contains mesh+animation or just animated skeleton, whether it contains all animations in one file vs individually separated. When submitting animations that are supplemental to the main .dae/.fbx, is it okay if the mesh in the animation files is not linked to its texture properly? I'm exporting animations with AssetStudio and Noesis, and depending on the game it sometimes doesn't seem to preserve the relationship between mesh and texture. I can obviously fix that in 3ds Max/Blender, but with animations in mind I'm trying to handle the files as little as possible. Depending on the program you open them in there will be changes to interpolation and bone data to some degree as far as I know (especially Blender). As a side question, Noesis exported as .fbx has a habit of importing into Blender with the root bone eaten and turned into the name of the armature, so you lose the top bone. Most of the time this is "okay" and doesn't have horrible consequences, but is there a workaround for this? Fbx files from AssetStudio or elsewhere don't seem to do this to Blender, but pretty much always happens from Noesis. Smd is an option sometimes, but I can't use smd for any animations in which bones are scaled or disappear throughout. Is it okay to test in 3ds Max and just say good luck to Blender people? Animations have always seemed like their own special wild west to me and I'm just wondering if there are golden rules people follow when submitting, or just do what you can. |