SCS Blender Tools

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kartal2339
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Re: SCS Blender Tools

#3271 Post by kartal2339 » 10 Sep 2023 13:17

Hi.. I have a custom mod and want change interior anim windows vertex paint.... I import anim. Pmg but when i export and convert it.. Afew animation place changed.. How can i solve this pronlem?
Dotec
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Re: SCS Blender Tools

#3272 Post by Dotec » 10 Sep 2023 13:17

Did you use converterpixwrapper?
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kartal2339
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Re: SCS Blender Tools

#3273 Post by kartal2339 » 10 Sep 2023 17:41

Dotec wrote: 10 Sep 2023 13:17 Did you use converterpixwrapper?
yes i use always converterpixwrapper for import model... Only the dahsboard warning light effected...
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Re: SCS Blender Tools

#3274 Post by Dotec » 10 Sep 2023 17:45

so did you import the pma files too?

[ external image ]
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kartal2339
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Re: SCS Blender Tools

#3275 Post by kartal2339 » 11 Sep 2023 11:08

@Dotec yes i also try with import all animation but nothing changed....the original dashboard must look like below but when i import the anim.pmg and changed veertex color of glass .... the dashboard look like above one
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converted.jpg
original.jpg
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Deca
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Re: SCS Blender Tools

#3276 Post by Deca » 11 Sep 2023 20:50

kartal2339 wrote: 11 Sep 2023 11:08 @Dotec yes i also try with import all animation but nothing changed....the original dashboard must look like below but when i import the anim.pmg and changed veertex color of glass .... the dashboard look like above one
Somebody might know more about dashboard animations than I do, because AFAIK, your issue is either an issue with the anim.pmd's keyframes not being exported on each bone (and each bone is assigned to each dashboard icon object, in a 0-1 state that tells it to turn on and off): indicator animations: these animations are not interpolated from 0 to 1 (0 to 3 keyframes), instead they have only 2 states: switched off (0) and switched on(1), so these animations should only have 2 keyframes... or it's an issue with the vertex color of the object your glass material is assigned to not being 0.5 or 1 (try to export with either).

For further clarification on the dashboard icons being assigned to bones, there are bones assigned to dashboard icon objects in your anim.pmd, these bones are named after the 'indicator animations' (on the SCS wiki page for animations, under 'indicator animations' are all of their names), eg; button_jake_brake. When you have animated these bones from 0 to 1 (2 keyframes), and they are weighted to a mesh object representing your dashboard icon, they turn the icons on and off when the engine of the truck is started. If you've lost these bones' keyframes, when you export anim.pmd, your dashboard icons won't work.

I could be wrong though, but it seems strange that you're trying to export an anim.pmd because when I've tried doing that, there are no keyframes assigned to each bone... so nothing gets exported, hence, no icons will work. Or it's an issue with your vertex color of your glass, try 0.5 or 1 vertex color and then export?
Dotec wrote: 10 Sep 2023 17:45 so did you import the pma files too?
Edit: This is correct. I learned something new. I just realized you can import the missing keyframe data onto anim.pmd (gives you the keyframes for each bone) and then export anim.pmd with anim.pma (keyframes) and your dashboard icons should work.

Import > your .SCS archive > path to your interior, anim.pmd, select anim.pmd, now on the right should be 'animations to convert & import' > select all of your .pma animations you are missing (st_farl, in_right, etc). The anim.pmd should now import with its bones & keyframe data, visible under anim.pmd > Armature > SCS Animations in Blender. Then export as an animation to your interior animations directory and convert with ConversionTools. Your animations.sui under "def/vehicle/truck/truck.brandname/interior/animations.sui" should be set up to path to the exported indicator animations for your dashboard icons (see the image below). Here's another great video on doing this, but for the wipers.

I'm by no means an expert on animations, but my guess is you need to have .pma keyframe data imported onto your anim.pmd node in Blender (import "j_infarl.pma" onto your anim.pmd for the high beam dashboard icon to animate in anim.pmd). Simply importing anim.pmd and exporting it is simply exporting a static object vs an animatable one. Matter of fact, I just did it, and it worked!

[ external image ]
Last edited by Deca on 12 Sep 2023 07:17, edited 1 time in total.
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kartal2339
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Re: SCS Blender Tools

#3277 Post by kartal2339 » 12 Sep 2023 06:08

@Deca hi... If i sen you the mod. Can you try it for me? Please... I m not good on animation... I also try to change vertex color
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Deca
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Re: SCS Blender Tools

#3278 Post by Deca » 12 Sep 2023 06:20

kartal2339 wrote: 12 Sep 2023 06:08 @Deca hi... If i sen you the mod. Can you try it for me? Please... I m not good on animation... I also try to change vertex color
Sure, toss me a link in a private message and I'll see what I can do.
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kartal2339
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Re: SCS Blender Tools

#3279 Post by kartal2339 » 16 Sep 2023 17:51

@Deca thanks for your help to fix my problem...

And why cant we change the anim track cordinates? In zmod3 it is possible
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Deca
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Re: SCS Blender Tools

#3280 Post by Deca » 19 Sep 2023 01:44

kartal2339 wrote: 16 Sep 2023 17:51 @Deca thanks for your help to fix my problem...

And why cant we change the anim track cordinates? In zmod3 it is possible
Not sure what you mean, anim track coordinates? The animation timeline?
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