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Thread: Maya character animation workflow...

  1. #1

    Maya character animation workflow...

    Hey guys,

    I've been searching the forums high and low to learn about how the modding community animates their models, but haven't figured out a good Maya workflow.

    I know that O2 is used to import the BIS models and skeletons, but I'm wondering if there's a way to import the skeleton into maya somehow, animate it properly there, and then export the animation data back into the .p3d file.

    If anyone can point me in the right direction, I'd be much appreciated.
    i7 920 | 6GB RAM | GTX 275 OCX | Win7 64

  2. #2
    First Lieutenant PuFu's Avatar
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    If this isn't working, then you are out of luck, unless you actually create your own tool.
    http://www.armaholic.com/page.php?id=4117

    btw: the RTM tookit is discontinued, as teacup has left BIS community

    PS: the modding community is currently making only static anims via O2, until proper tools for professional grade software will be released/created.
    Creating anims is possible via O2, but the workflow is hardly easy, especially since you need to work on each frame.
    Last edited by PuFu; Jan 13 2011 at 20:33.

    Spoiler:

  3. #3
    Warrant Officer Abs's Avatar
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    Quote Originally Posted by pufu View Post
    PS: the modding community is currently making only static anims via O2, until proper tools for professional grade software will be released/created. Creating anims is possible via O2, but the workflow is hardly easy, especially since you need to work on each frame.
    Quick question: Does o2 allow for interpolation like the old OFPAnim did?

    Abs
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    RHS Contributor | Former ONS Member

  4. #4
    First Lieutenant PuFu's Avatar
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    not that i know of..but i might be wrong...

  5. #5
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    Quote Originally Posted by pufu View Post
    If this isn't working, then you are out of luck, unless you actually create your own tool.
    http://www.armaholic.com/page.php?id=4117

    btw: the RTM tookit is discontinued, as teacup has left BIS community

    PS: the modding community is currently making only static anims via O2, until proper tools for professional grade software will be released/created.
    Creating anims is possible via O2, but the workflow is hardly easy, especially since you need to work on each frame.
    Yeah, I was checking that one out.

    I'm able to use the provided rig, but I have no way of importing the BIS skeletons and converting them to the Maya rig. BIS really needs to release the proper plugins.

  6. #6
    Quote Originally Posted by Abs View Post
    Quick question: Does o2 allow for interpolation like the old OFPAnim did?

    Abs
    Word from a friend who's dabbled in the system is it will do tweening, but has no temporal or spatial interpolation

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