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Mauz

Recruit
Jul 8, 2016
4
0
Looking for some help.Got the "barrel_tip"joint binded to the gun mesh.I could see that there are some animation choice like "Idle","Fire","Idle2" in the export window,but no anim file exported after i clicked the export button.
I only made a fire animation for now.BTW i am using it for HOI4.
 

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Hi, if you select the "root" joint you should be able to see an "Animation" attribute in the channel box, this you need to key in the beginning and end of the animations. Key "idle" in the beginning and "none" (or the next animation) in the end.
 
Hi, if you select the "root" joint you should be able to see an "Animation" attribute in the channel box, this you need to key in the beginning and end of the animations. Key "idle" in the beginning and "none" (or the next animation) in the end.
What do you mean by "key idle"? I have already set keys for turret rotation animation. What should i do next? I have already chosen "idle" for "Animation" attribute of the root joint in the channel box.
 
What do you mean by "key idle"? I have already set keys for turret rotation animation. What should i do next? I have already chosen "idle" for "Animation" attribute of the root joint in the channel box.
The only attributes for the root joint put in keyframes are the animations like idle, move, attack etc. Those you need to have as a keyframe on root as well.

For example: Your joint "Turret" has a rotation from frame 10 to 40 which you want for your turret to turn. The way for the exporter to know that these 30 keys are the animation for turning is to put this information on the root joint. From frame 10 to 40 you need to have this attribute assigned to the root joint.
This way you have two joints, Turret and root, Turret is parented to root. root has a keyframe with the attribute idle from frame 10 to 40, Turret has the rotational animation from frame 10 to 40. Whatever animation happens after frame 40 is not registered as the idle animation anymore. Further animations are on that same timeline.
jIrvDy7.png

Here the green downwards arrow is the keyframe I changed the root animation attribute to "none" (0, 40, 80, 120, 160, 200), and any red downward arrows designate a new animation (10 idle, 50 move, 90 move2, 130 attack, 170 death). The horizontal green and red arrows show the length of each of the animations.
 
The only attributes for the root joint put in keyframes are the animations like idle, move, attack etc. Those you need to have as a keyframe on root as well.

For example: Your joint "Turret" has a rotation from frame 10 to 40 which you want for your turret to turn. The way for the exporter to know that these 30 keys are the animation for turning is to put this information on the root joint. From frame 10 to 40 you need to have this attribute assigned to the root joint.
This way you have two joints, Turret and root, Turret is parented to root. root has a keyframe with the attribute idle from frame 10 to 40, Turret has the rotational animation from frame 10 to 40. Whatever animation happens after frame 40 is not registered as the idle animation anymore. Further animations are on that same timeline.
jIrvDy7.png

Here the green downwards arrow is the keyframe I changed the root animation attribute to "none" (0, 40, 80, 120, 160, 200), and any red downward arrows designate a new animation (10 idle, 50 move, 90 move2, 130 attack, 170 death). The horizontal green and red arrows show the length of each of the animations.
Many thanks!After days of work i made it!
 
Hi, if you select the "root" joint you should be able to see an "Animation" attribute in the channel box, this you need to key in the beginning and end of the animations. Key "idle" in the beginning and "none" (or the next animation) in the end.
Thank you.Your reply really help me a lot.Now i have my animation file exported.I exported them one by one.