SporeModder - Animated parts, custom effects, skinpaints and much more!

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emd
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by emd »

A pre-alpha of the BLENDER ADDONS has been released. Check the main post!


Spore Modding Tools:
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[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by Darhagonable »

OH MY GOD!!! YES!
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by Security-Bot500 »

Thanks I will check it out now! ;)
Why are you reading this, unbeliever? :evil:
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by Darhagonable »

can you or anyone else make a tutorial on how to put the models into the game the right way?
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

Darhagonable wrote:can you or anyone else make a tutorial on how to put the models into the game the right way?
Yeah, I've been writing one.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by Darhagonable »

rob55rod wrote:
Darhagonable wrote:can you or anyone else make a tutorial on how to put the models into the game the right way?
Yeah, I've been writing one.
cool!
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by Shattered »

This is amazing! I can make animated mouths now!!!
I'll start by importing a mesh to see how it works.

EDIT1: The exporter returns an error when I export a mesh to rw4
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by emd »

Could you please show me a picture of the error, so I can try to fix it?
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

Emd4600 [ASR] wrote:Could you please show me a picture of the error, so I can try to fix it?
I think I already helped her resolve it...we'll see soon. I hope.

(I hope I did - she's amazing at making part models O.O )
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by SpoffitMaster »

Congratulations of your first pre-alpha release it is working great for me. I was wondering whether you have implemented animated parts into it yet and if so how to use said feature.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by emd »

Yes, it's already implemented:
1. Add a skeleton and rig it.
2. [url=https://www.youtube.com/watch?v=Gb152Qncn2s]Use the action editor to animate the models (the name of the animation is actually important, look at what other parts use).
3. In the right panel, go to the Scene tab (Image) There's a RW4 Config panel at the bottom, there you can choose which animations will be used as morph handles:
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Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by SpoffitMaster »

Thanks I am really looking forward to making some great parts with this.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

SpoffitMaster wrote:Thanks I am really looking forward to making some great parts with this.
And we're looking forward to seeing what you make ^-^
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by SpoffitMaster »

I am still having trouble getting the animation to work. I followed you steps and when I try to place it into the game the model gets weirdly stretched.

Thanks in advanced for any help you may have.
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here is an image of what the part looks like.
here is an image of what the part looks like.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

Yeah...this is why Emd didn't really want to release SporeModder this early in development. Think you could post the .BLEND file so Emd or I can take a look?
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by SpoffitMaster »

Sure here is the mesh in blender.
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Grimlock head.zip
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

SpoffitMaster wrote:Sure here is the mesh in blender.
Well you haven't normalized the bone weights, for starters. Do that (make sure "Subset" is set to "All groups" and "Lock Active" is NOT checked), then we'll see what's left to try.
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by SpoffitMaster »

Thanks but that didn't change it very much it just seems to have changed the distorted shape to a different one.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post by rob55rod »

SpoffitMaster wrote:Thanks but that didn't change it very much it just seems to have changed the distorted shape to a different one.
Okay...select the mesh and go to edit mode, then press SPACE to open a menu. In the menu, search for "print unk2". If that value is more than 4, that's probably the issue. The easiest solution is to go back to weight paint mode and click Clean. Set "Subset" to "All groups", make sure "Keep Single" is checked, and play around with "Limit". I suggest you start with 0.100 . Then go back to object mode, deselect the mesh, reselect it, enter edit mode, and check the result of "print unk2" again. If it's still above 4, go back to weight paint mode, use "Clean" again, and increase the "Limit" a bit.

Also, all of your animations need to start at frame 0 and end at frame 30, and they need to have keys for all bones present at those two frames.
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
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