(06-24-2017, 02:58 PM)Nekukun97 Wrote: Hi, does anyone know how I can re-import the 3D models edited in Pokemon Sun/Moon. Or if Spica will have that function later as well as the first Ohana3DS with Pokemon X/Y & OR/AS.Not supported atm but It's a planned feature but I wonder if theres demand for it.
Sorry for my bad english
(06-25-2017, 09:27 AM)TehSe7en Wrote:This is correct, theres a batch export option on the file menu that is supposed to export several animations at once if you use the DAE format but tbh I didn't tested it recently so maybe it broke on one of the recent commits. It will be removed in favor of a CLI tool anyway.(06-24-2017, 06:36 PM)sum1 Wrote:If you are using SPICA, it's a little bit more complicated to export animations, you have to "merge" the animation file with the model file in SPICA, select the animation so that it begins playing, and save the file as .dae, that should include the selected animation, you'll have to save the animations independently (one by one)(06-22-2017, 04:35 PM)TehSe7en Wrote: Spica saves the models/animations as .dae (which is basically fbx), use Neosis to convert to fbx, and they should import just fine into Unreal Engine
I've just tried this with the latest versions of SPICA and Noesis. In SPICA, I bulk exported (with both model & animation boxes checked) into a .dae. Exported the .dae into .fbx with Noesis. Then imported into Unreal Engine and into Unity. The models import into the engines, but the animations were nowhere to be found. I don't think the animations were actually put in to the file exported by SPICA.
Am I missing something?
(06-26-2017, 08:52 PM)Worldslayer608 Wrote: Has anyone thought about recording a little video tutorial on all this? Might help move the project along faster if people have access to something like that - rather than reading 128 pages of thread where information is pretty scattered.I think that a list with locations of stuff inside the files would be nice since they don't have meaningful names.
Food for thought.