Ready to use models with animations

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Ready to use models with animations

PostPosted by Lumak » 30 Jul 2016, 02:53

Mixamo characters with animations ready for use for Urho3D - https://github.com/Lumak/Urho3D-Assets/tree/master/Models
How to get mixamo char/anims - page2 of this thread.

notes:
-the model faces the opposite Z direction, so you'll need to spin it by 180
-avoid adjusting the "Head" node due to the above reason (or just fix it)
How to spin your char by 180 - page2 of this thread - **note: this change, along with the Mutant char, was added to Urho3D/master as of August 16, 2016.

models:
Image

AssetImporter:
Modified AssetImporter to suppress "$AssimpFbx$" nodes that's generated for Mixamo characters. Of course, this works for all fbx files.
The option is now enabled by default. To disable it, use:
AssetImporter model <input file.fbx> <output file> -np
AssetImporter anim <input file.fbx> <output file> -np

This was added to Urho3D/master, Aug 22, 2016.

Edit: added info about the assetImporter merge.
Last edited by Lumak on 24 Aug 2016, 18:14, edited 14 times in total.
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Re: model with animations

PostPosted by 1vanK » 30 Jul 2016, 03:22

> the model faces the opposite Z direction, so you'll need to spin it by 180

If u use Blender exporter, you can choose forward direction for result model
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Re: model with animations

PostPosted by codingmonkey » 30 Jul 2016, 07:32

Thanks for sharing! i guess this useful for prototyping game
Last edited by codingmonkey on 30 Jul 2016, 08:53, edited 1 time in total.
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Re: model with animations

PostPosted by rku » 30 Jul 2016, 08:14

This is great, but way more useful would be to know method how you did it. There are tons of animations and we would love to be able to do same thing for other animations ourselves. Naive attempt i tried (just converting fbx to mdl/ani) did not produce a working animations.
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Re: model with animations

PostPosted by Lumak » 30 Jul 2016, 17:57

1vanK wrote:If u use Blender exporter, you can choose forward direction for result model

That's good to know, but I primarily use Maya LT to retarget animations. I could probably figure out how to do it in Maya, but adding an adjustNode to spin it 180 is simple to do...

codingmonkey wrote:Thanks for sharing! i guess this useful for prototyping game

It might become more beneficial than just for prototyping when I provide skeleton.fbx files.

rku wrote:This is great, but way more useful would be to know method how you did it. There are tons of animations and we would love to be able to do same thing for other animations ourselves. Naive attempt i tried (just converting fbx to mdl/ani) did not produce a working animations.

I discover that most models on the site have pivot rotation which causes "$AssimpFbx$" node insertion. This ends up inflating the skeleton bone count - I had a few models that ended up with 200+ bones! To correct it, you'll have to zero out the rotation pivot, but take the rotation pivot value and add it to the transform rotation field. Essentially, you're elevating the rotation pivot to its parent transform.


**note**
Added another model to the repository and run anim for x_bot.
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Re: Ready to use models with animations

PostPosted by Lumak » 31 Jul 2016, 19:35

I have completed the Swat standing rifle pack animations. I know there are at least three ppl making a shooter game in the community, hope these animations help.

Edit: link https://github.com/Lumak/Urho3D-Assets/tree/master/Models/Swat
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Re: Ready to use models with animations

PostPosted by Lumak » 01 Aug 2016, 20:45

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Re: Ready to use models with animations

PostPosted by jenge » 01 Aug 2016, 22:38

If possible, including source fbx/blend/collada in repo with import settings documented would be great for being able to import/export to future mdl runtime representations or asset importer improvements.

EDIT: Noting probably not possible due to source of files :)

EDIT2: Looks like https://github.com/Lumak/Urho3D-Assets/ ... els/Mutant needs a LICENSE.TXT

Thanks! Great stuff!
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Re: Ready to use models with animations

PostPosted by Lumak » 01 Aug 2016, 23:19

mutant/license.txt added along with a few more anim files.

I've added _skeleton.fbx file for each model which can be used to skin your own custom mesh **(acian uses x_bot) .
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Re: Ready to use models with animations

PostPosted by rku » 02 Aug 2016, 07:22

jenge wrote:If possible, including source fbx/blend/collada in repo with import settings documented would be great for being able to import/export to future mdl runtime representations or asset importer improvements.

EDIT: Noting probably not possible due to source of files :)

EDIT2: Looks like https://github.com/Lumak/Urho3D-Assets/ ... els/Mutant needs a LICENSE.TXT

Thanks! Great stuff!


That indeed would be great so we could replicate the process ourselves. Lumak either seems to not be interested in telling us how to do that or we are having some miscommunication here since i already asked for same thing in my previous post.

Btw Lumak arent all mixamo models using same skeleton?
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