i have finally came back with a actual thing! (yay!)
after a countless amount of fixes and re-trying, re-coding, re-animating @honestabelink and i have finally found a solution to animate with blender!
i animated a Lot of times
and Honest re coded StoneVox a little and reveres properties names and ect
we did countless attempts to make the animation and skeleton load properly on StoneHearth
and we finally found a way
Stone Vox was exporting the x(or z?) properties reversed when it was exporting the obj
(again, early state)
and max and blender used a different axis so we were confused
so what we had to do was
get the obj file from SV
put it in Max and mirror with y axis
export it and put it in blender
change the names that are shifted due to the max mirroring
make a skeleton
prepare it and Animate
export and put in StoneHearth
notā¦ something that will come into mind by luckā¦
anyways! @honestabelink and i are proud to introduce you
the mob i was talking about last post!!
THE HARPY!
[URL=http://www.makeagif.com/rPdx_p][/URL]
(idle)
[URL=http://www.makeagif.com/VrNTSF][/URL]
(moving)
(maybe this is more of aā¦ fastā¦ moving motion then i expected)
the tow are the only animations that are animated so far
next up will beā¦
combat idle(?)
attack 1/2/3
idle motion 1/2/3 (like looking around and such)
moving while carrying
picking up
blocking motion 1/2
ECT
this beautiful creatur will be added to the Dryad mod later on
and the Dryad mods name will change to āThe Mythical Creatures Modā
but it will still be a mod that will center on the Dryad as a main character
every character is suppose to protect and be related to the Dryad in some way in the future
(if you kill herā¦ youāll be in a big mess later)
Looking good! Really makes me to want to try my hands at a few things myself. However i presume @honestabelink needs to make some changes to stonevox first so that exporting works without fiddling about yes?