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Turok Games => Turok Dinosaur Hunter => Topic started by: spamzilla on December 30, 2021, 02:15:28 PM

Title: How to go from scene collection to dope sheet in Blender?
Post by: spamzilla on December 30, 2021, 02:15:28 PM
What I'm trying to do is go from Turok .bin formats to a .md2 or .md3 for a video game mod I'm making. The problem is that IDK how to go from being in the scene collection to the dope sheet.
Title: Re: How to go from scene collection to dope sheet in Blender?
Post by: Duke64 on January 16, 2022, 02:55:45 PM
I don't know with the Turok tool if it changes anything but the dopesheet can be located here:
(https://duke64nukem.files.wordpress.com/2022/01/dopesheet.jpg)
Title: Re: How to go from scene collection to dope sheet in Blender?
Post by: spamzilla on January 16, 2022, 08:17:22 PM
Sorry, My post wasn't worded well...

What I need is to get the animations out of the .bin files from Turok 1. For example, When I import "dyn_monster_raptor.bin", it only loads the model's idle animation sequence.
Title: Re: How to go from scene collection to dope sheet in Blender?
Post by: DoomMarine23 on January 19, 2022, 08:49:16 PM
Sorry, My post wasn't worded well...

What I need is to get the animations out of the .bin files from Turok 1. For example, When I import "dyn_monster_raptor.bin", it only loads the model's idle animation sequence.

Sorry I haven't seen this post until today.

You need to open up a new window pane in Blender and set it to Dope Sheet > Action Editor. Select the armature skeleton and scroll through the animations. I can help more if you need anything else but through the action editor you can duplicate, delete, or add new animation actions.

To ensure your animations are exported to a new animation .bin make sure they are a multiple of 4, e.g. 20 frames, 200 frames, 400 frames, and that the shield icon for "Fake User" is enabled.

As for converting to MD2/MD3, I am sure its possible, but I've never done it so I can't give any specific advice at this moment in time, but I am sure it isn't too difficult once you figure it out. I've done stuff like Half-Life before just fine.

Here is a video example

https://webmshare.com/play/Wqj8d (https://webmshare.com/play/Wqj8d)

Edit: I assume you could probably select an animation you want, and copy/paste its frames into one big mega animation, because I know many games with MD2/MD3 use a single animation file, and simply call the specific frame numbers they want. This is how I did it for Half-Life models years ago.
Title: Re: How to go from scene collection to dope sheet in Blender?
Post by: spamzilla on March 13, 2022, 09:38:31 AM
The only thing in the 'Action Editor' is the same 80 frames which correspond to the idle animation. I noticed that the 'Non-Linear Animation' window shows all the animations but I can't figure out how to utilize those either.
Title: Re: How to go from scene collection to dope sheet in Blender?
Post by: DoomMarine23 on March 20, 2022, 02:36:37 PM
I think I can help with that, but perhaps it would be easier if we use the community's Discord chat, because I know our messages here are months apart from each other. Here is the invite link https://discord.com/invite/U7KWwr9