EwokKotor Posted yesterday at 06:55 PM Posted yesterday at 06:55 PM As the title says I am currently trying to work on a playable Jawa mdl and am having problems with the weapons in game placement specifically when in combat animations. Essentially my ,admittedly convoluted, process was that I scaled down pfbcs.mdl/.mdx to the size of a jawa in blender, scaled down the animation to match, and applied all transformations excluding rotation. I then exported that, used MDLedit to batch an ASCII file from the export, then with the supermodel in the same folder using MDLedit batched it back to Binary. Regular animations such as walking and combat stances work fine with no stretching, but the problem is I think the weapons seem to still be spawning in the original location from before scaling down. In Blender I tried creating a custom scaled down supermodel, I even edited the hand hooks placement for the g2r1 (which from what I could tell was the idle mele 1h animation) in the graph-editor panel in the animation section, and tried compiling the player character again using that as the supermodel but it didn't seem to work. I am thinking that maybe the game is drawing the weapon placements from the hooks in the actual main supermodel in the game files? Anyways I am kind of at a loss. I am thinking maybe this might be fixable by editing the ASCII file, but if it IS just pulling from some global animation array regarding the weapon hook placement I don't think it would be. But am honestly running out of ideas and any help would be much appreciated. The steps adding the actual Jawa mesh I did after and it seems to be working ok but the part I have described is what produced the bug. Anyways any help or feedback would be great thanks, for your time. Quote
DarthParametric Posted 17 hours ago Posted 17 hours ago Why are you using ASCIIs if you're using KBlender? 1 Quote
EwokKotor Posted 15 hours ago Author Posted 15 hours ago 1 hour ago, DarthParametric said: Why are you using ASCIIs if you're using KBlender? Because I made an error while trying to use Blender to adjust the hand hooks and mistakenly concluded it had an problem exporting weapon hooks. But you are right Blender works. I was able to adjust the hand hook placement in blender but now while the lightsaber hilt IS aligned while in combat animations it is now floating behind during idle, well the right weapon floats behind the left weapon floats on the right and in front. Also interesting enough moving rhand and lhand worked for the mele weapons but blasters still are not sitting in hand during animation. Quote
DarthParametric Posted 15 hours ago Posted 15 hours ago Attaching the models would be beneficial. Quote
EwokKotor Posted 15 hours ago Author Posted 15 hours ago pmbal.mdxpmbal.mdl 20 minutes ago, DarthParametric said: Attaching the models would be beneficial. Here are the Mdl and Mdx. Quote
EwokKotor Posted 2 hours ago Author Posted 2 hours ago 11 hours ago, DarthParametric said: The problem is your rig didn't scale: For some reason in Blender when i scale down the whole base and apply the transforms the scale applies to the mesh but not the dummy. I am attaching a very short video demonstrating this. I will try to see if I can figure out how to scale the rig using the ASCII, unless there is a better way? KBlender Problem Export Scaled Rig.mp4 Quote
Vriff Posted 1 hour ago Posted 1 hour ago What version of blender and kotorblender are you using? Quote
EwokKotor Posted 32 minutes ago Author Posted 32 minutes ago FIXED Mod will be posted soon! It was a user error where since I only had the Base (PFBCS) selected and didnt have cutscenedummy explicitly selected it was not applying the transform to cutscene dummy, rather only to the base. I then ran into an error where this caused warping, but found by unparenting the mesh before scaling then reparenting once the changes were applied to the rig enabled me to find a workaround. Submitting on deadlystream also in meantime this should be live https://www.nexusmods.com/kotor/mods/1837 Quote
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