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

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Emd4600 [ASR]
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #121 by Emd4600 [ASR] » Tue May 03, 2016 11:30 am

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


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

Unread post #122 by Darhagonable » Tue May 03, 2016 11:39 am

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

Unread post #123 by Davo » Tue May 03, 2016 11:46 am

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

Unread post #124 by Security-Bot500 » Tue May 03, 2016 3:56 pm

Thanks I will check it out now! ;)
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #125 by Darhagonable » Wed May 04, 2016 12:33 pm

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 #126 by rob55rod » Wed May 04, 2016 2:03 pm

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 #127 by Darhagonable » Wed May 04, 2016 2:12 pm

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 #128 by Amethyst » Wed May 04, 2016 2:35 pm

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
o===[;;;;;;;;;;;;;;;;;>

This is the sword I will use to slice my enemies.

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

Unread post #129 by Emd4600 [ASR] » Thu May 05, 2016 8:01 am

Could you please show me a picture of the error, so I can try to fix it?
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #130 by rob55rod » Thu May 05, 2016 10:39 am

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 #131 by SpoffitMaster » Sat May 07, 2016 2:11 pm

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 #132 by Emd4600 [ASR] » Sat May 07, 2016 3:10 pm

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

Unread post #133 by SpoffitMaster » Sat May 07, 2016 3:15 pm

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 #134 by rob55rod » Sat May 07, 2016 5:46 pm

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 #135 by SpoffitMaster » Sun May 08, 2016 9:46 am

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

Unread post #136 by rob55rod » Sun May 08, 2016 11:05 am

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 #137 by SpoffitMaster » Sun May 08, 2016 12:13 pm

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

Unread post #138 by rob55rod » Sun May 08, 2016 12:47 pm

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.

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

Unread post #139 by SpoffitMaster » Sun May 08, 2016 1:46 pm

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 #140 by rob55rod » Sun May 08, 2016 3:26 pm

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.


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