Page 2 of 2

Re: Unable to get an animation to work correctly (FFXIV Expo

Posted: Fri Jan 18, 2019 12:53 am
by einherjar007
Thanks for the details. I will examine it based on these information.
Perhaps by properly changing either scale before combining mesh and animation you should get the correct result.
I'll report it when I can find the correct scale.

----
Edit.

FFXIV TexTool is not suitable for finding files, I can not find the same file as FFXIV Explorer.
But I admit, Textool, Explorer, a difference in interpretation of the scale between the two.

Probably the file output by Explorer (hkx) is small. Textool's DAE is much bigger.(sorry, may be the opposite)
It seems to be played correctly though the scale is different because bones move by angle instead of location, except than n_hara.

How do you finally combine mesh (DAE) and animation (hkx or fbx)?
Good results can be obtained by fitting to the appropriate scale before joining.

----

The explanation may be bad.
Rather than enlarging the scale, change the magnification.
For example, if the location is 0.2, it is 2, 10times(This is just an example).

I make BVH to do this hand correction, or otherwise convert it to a pseudo vmd (mmd animation) and give the magnification.

Perhaps there may be a way to easily realize it, but I am specialized in playing animation on my playback system, so I am lacking in universal knowledge.

Re: Unable to get an animation to work correctly (FFXIV Expo

Posted: Sun Jan 20, 2019 12:48 pm
by ChrisX930
einherjar007 wrote:Thanks for the details. I will examine it based on these information.
Perhaps by properly changing either scale before combining mesh and animation you should get the correct result.
I'll report it when I can find the correct scale.

----
Edit.

FFXIV TexTool is not suitable for finding files, I can not find the same file as FFXIV Explorer.
But I admit, Textool, Explorer, a difference in interpretation of the scale between the two.

Probably the file output by Explorer (hkx) is small. Textool's DAE is much bigger.(sorry, may be the opposite)
It seems to be played correctly though the scale is different because bones move by angle instead of location, except than n_hara.

How do you finally combine mesh (DAE) and animation (hkx or fbx)?
Good results can be obtained by fitting to the appropriate scale before joining.

----

The explanation may be bad.
Rather than enlarging the scale, change the magnification.
For example, if the location is 0.2, it is 2, 10times(This is just an example).

I make BVH to do this hand correction, or otherwise convert it to a pseudo vmd (mmd animation) and give the magnification.

Perhaps there may be a way to easily realize it, but I am specialized in playing animation on my playback system, so I am lacking in universal knowledge.

I've already fixed that problem^^ Got it to work perfectly in Unity and in Blender:
https://youtu.be/gN7rCY60-vo
and
https://youtu.be/T8iGxdmOcfc

I loaded both, animation+skeleton and the Model exported with TexTools in Blender. I resized the animation to 1, 1, 1 and the Model to 0.1, 0.1, 0.1.
They now have the same size.
But both in "Rest Pose" and removed all bones from the Model.
After that, I've separated all bones from the skeleton+animation one and joined them to the model.

As you can see, it works perfectly for me

Re: Unable to get an animation to work correctly (FFXIV Expo

Posted: Sun Jan 20, 2019 1:39 pm
by einherjar007
finally your get good results, I'm glad hear that.