[quote=“MartyrSpirit, post:20, topic:3561, full:true”]
WOOOOOOOOOOOOOOOOOOOOOOOO I CAN BE LAZY AGAIN
[/quote]… actually this describes the idea of the Add-On to some extend . And as you are saying @SteveAdamo, I hope it will be helpful for those modders who want to work with Blender.
I am almost done with the next version which will include a bit more “laziness” as there will be an option included to export relationships and sizes of helper bones into a meta-file. This will make the work just a bit easier and more comfortable. Once that is done I will also work on a short tutorial on how to use the Add-On with own models and animations.
Update: v0.7.2 is now available. The updated version is now supporting the export of meta-data, i.e. the relationships between objects and information about sizes of helper bones.
Thanks… actually it is done already and working quite nicely. For sure there will be some updates over time - especially as we will see the Alpha being released and as I expect that some work will be required on the file format - but other than that… feel free to test / use it .
P.S. Just updated the download-files 5 minutes ago (Blender will switch now automatically to Object Mode prior exporting meta-files, so user does not have to do it).
Uploaded v0.7.6 which includes an UI for custom models. In Blender it can be a bit painful to adjust the size of a helper bone. With the new UI you can add and adjust bones by entering variables for x, z and y (tail = starting point / head = end point).
In case the name does not exist yet, a new bone will be added. If the selected name already exists in the scene and is a bone (i.e. “armature”), the size will be adjusted.
Here a screenshot of the related UI (work in progress):
P.S. I have also just uploaded part 5 of the video-tutorial. It (hopefully) explains the idea behind the meta-files and also takes a very brief look on the new UI. More to come in the next video.
Just noticed I think you have uploaded the wrong one to the link in your first post. When I download it I get io_stonehearth_073 and when I check in blender it says that it is version 0.7.3 not 0.7.6. Realized when I was creating a meta file for a custom model and there was no option for custom helper bones. Though the link on your You tube video takes you to the right download link for 0.7.6.
Hm… let me check once I am at home. I thought I have deleted the old files… sorry. As a work-around maybe change the number manually… they are in the same folder… I hope.
Update:@The_M done! Thanks for raising this issue, I did forget to change the link as you’ve mentioned. Btw. let me know if you need some help with the Add-On or if you encounter some troubles using it. I might be a bit blind for details in the meanwhile as I am working with it for a while already.
Just Another Update: I’ve started with uploading some tutorial videos in German… I know, not too exciting .
I am aware of a few german words, Zeitgeist is one of them!
And now, for me to impress you with my knowledge: Mitwelt, Lebenswelt, Umwelt, Vorwelt, Folgewelt … I’m sure there’s a few more but I can’t remember them right now
If something impresses me my friend, this is more and more your taste for “unique” literatur .
Update: I am quite happy about this one … in the next version it should be possible to import existing animations into Blender. There are still some “bugs” to eliminate but the import works already:
After trying the first steps in terms of modding, I plan to come back to the Stonehearth Add-On for Blender next week. Just checked if everything works with the Alpha (as the Add-On was designed based on the Graphics Tests)… and it does . So I think about moving on in the next week and to continue with the development:
Add meta-files for the “new” models (Goblin, Mammoth, Sheep, Wolf).
Fix existing bugs in the import-function and release the next version including the feature.
Create a custom idle-animation and add it to the game as an additional animation.
Create a German tutorial on how to use the Add-On.
Let’s see how everything works out .
Update: Item one is done. However, there are still some inconsistencies in the labeling of bones in the Stonehearth-files, so a few animations will not play without adjustments.
Update: Importing animations is a bit tricky for two reasons. One is that Blender seems to handle quaternions (the rotation of bones is handled this way in Stonehearth) a bit different. The second is that animations do include placeholders for objects which are used in the animation (e.g. tools, weapons, chairs, etc.). I have to implement a workaround for the placeholders (for which I have an idea already) and figure out how to fix the quaternions (where I have to try out some solutions which I have in my mind).
I’m liking the addon so far Having some issues but it’s most likely just me trying to get use to blender. I have a quick question though. How do you copy and paste keyframes? Oh and how about removing them?
@Avairian if you have any question, please let me know. Also if you have the feeling that usability of the Add-On is not what it should be.
For that you want to open the view called “Dope Sheet”. Here you can select the single keyframes and remove / copy them under the menu-item “Key” (on the bottom of the view).
… and thanks for everyone using, testing and providing feedback . I hope I can finish the new version and publish it this week. I think that loading animations is going to be quite a nice feature.
The only issue I was having with the addon itself is that a few times I tried seting the meta file the root bone went to the origin but the model stayed behind. I reloaded and didn’t move the camera or anything before loading the skeleton and meta file and it seems to work like that. The usability however is very straitforward
I think so too. (not that I know how it’ll be useful to me yet since I don’t know what I’m doing )
Oh and @voxel_pirate I have an idea for a new tutorial. How to make custom animations for item interactions. Such as like the livestream where Tom did the sitting in a chair animation. I still don’t understand that.
That is for sure something for the todo-list. However, it has a rather low priority for me at the moment… basics first . I guess there will be another period with no patch for a few weeks, cold winter days, something like that… to come back to this idea. But will add it on the list.