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#editor

adrientd
I can commit the ANM import/export in the XXL Editor TODAY :LUL:
adrientd
It's very small anyway
adrientd
most work is done in the plugin :LUL:
adrientd
Ok, just commited the "small" change
adrientd
I also tried to support XXL2 and OG
adrientd
however in these games, the animations use "compressed keyframes"
adrientd
the plugin does have code to handle compressed keyframes, but somehow when I imported an animation the model completely breaks :FeelsBadMan:
adrientd
And it could be that there are compressed animations in XXL1 too as well, so be prepared for that
adrientd
Or maybe it is related to the Renderware version
pegperegogaucho
pegperegogaucho
Oh man, you will need to add an "Export all" button for the animations :KEKW:
adrientd
Yeah, now I can see why :LUL:
adrientd
especially when you don't know what the animation is until you open it in Blender
pegperegogaucho
And you can only import one animation at once as well :WeirdKEKW:
pegperegogaucho
:Pooga:
Download dap.mp4:



adrientd
:LUL:
adrientd
Also I can confirm that some of the animations are compressed in XXL1, and importing them in Blender will look corrupted.
pegperegogaucho
Then they need to get uncompressed 😜
adrientd
Yeah, the "compression" is to use 16-bit numbers for the position and quaternion of the bone, instead of 32-bit float numbers.
adrientd
I checked the code of the plugin, it reads them as 16-bit floating point (IEEE 754), but the Renderware User Guide Volume 2 talks about fixed point numbers instead :FrogThinking: