SPICA
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Exporting Animation to .DAE Bug
Hello.
I did the following steps to produce a bug:
- Load Eevee's Sun/Moon model
- Load Eevee's Sun/Moon textures
- Load Eevee's Sun/Moon fight animations
- Export as .DAE with Motion 0 (the idle/stand animation) selected
- Load the model in Unity
The animation is working but the right leg feet from the back is strangely rotating for no reason, although in the software the animation preview is fine, just after exporting it this happens. It's also worth noting in Blender the animation is totally messed up, only Unity seems to be able to read the animation for the most part.
This is what I mean, notice the feet:
http://i.imgur.com/stiDMF5.gif
Huh... Now that I re-imported its suddenly working fine, I'll keep this open but you can close it EDIT: Actually, its back again, I have no idea why. I just manually edited the animation and removed the frames.
in which file is the eevee model/animation located inside the GARC?
Sorry, I don't understand what's GARC, but the model file is located in the 1 (Model) folder from the S/M models package I downloaded and the file name is 0192 - Eevee.bin
I checked the Blender issue - the problem is that Blender seems to remove dae bones that are not referenced by any controller, then it searches for the bone when loading the animation and can't find them. This is a bug on Blender, not on this tool, but I added a workaround anyway since many ppl uses it. Animations should work on Blender now.
Also I'm not sure what this number - 192 - means, Pokedex number for Eevee is 133, and the file inside the GARC is 01720. I guess whoever made this pack just assigned those numbers to the model based on their order inside the GARC.
@gdkchan Is there a bug report of this issue on Blender's bug tracker?
I don't think so.
Likely related to #31
Pokemon SuMo animations are completely broken in the new versions of Blender(2.8x).