Creating HUD Hands Animation in Blender
Need to know
- How working in Blender and creating animations
- Skeleton animations (*.skl , *.skls , *.omf )
- Camera animations (*.anm , *.omf )
Related Videos
Beginning
- Download the Blender and install it.
- Download any set of hands from Discord or Resources Pages
- Download the X-Ray Tools for Blender
- Install the X-Ray Tools for Blender by going to
Edit>Preferences>Add-ons> top left >Install from disk - Install OMF Editor
Creating an animation
- Open your hands *.blend file in Blender
- To start you need to have opened
Dope Sheeteditor andAction Editorin it - If you need to use camera motion, follow the Applying camera motion section first
- Make an animation, you can find any other Blender tutorials on how to animate
- In the right side of the
Dope Sheeteditor, selectX-Ray>Export .skl- Right panel can be hidden, you can show it by pressing
Nin that editor or select an arrow in the most right
- Right panel can be hidden, you can show it by pressing
Applying camera motion
- In
3d Viewport>X-Ray>Add>Add X-Ray CameraselectHUD SoC/CS - Select the camera in the
Outlinereditor - With
File>Import>X-Ray Animation Pathimport any .anm fromgamedata\anims\camera_effects - In the
Dope Sheeteditor select the imported camera animation - Make sure the camera movement is playing
- I noticed that when you are importing camera animation without selecting the camera, it will not work properly, so make sure you select the camera before importing (lol)
- Expand camera object
xray-camera-rootin theOutlinereditor - Select the
xray-cameraobject - In
Propertieseditor go toData>Lens - Adjust FoV to your game settings (65 for the Gamma)
Creating a *.omf file
Preparing the scene
- Create new Blender project
- Import through
File>Import>X-Ray Game Objectany hands *.ogf file, for example, any fromgamedata\meshes\anomaly_weapons\hands - Select the imported object
- In
Propertieseditor go toData>Bone Collections>Add Bone Collection - In
3d Viewporteditor go to thePose Mode - Select all the bones in the
3d Viewporteditor - In the
Bone Collectionsselect the newly created bone collection and click onAssign Selected Bones
Exporting the *.omf file
- Import your .skl file(s) through
File>Import>X-Ray Skeletal Animation - In the
Dope Sheeteditor select and play your animation and make sure it works - Export the animation through
Export>X-Ray Game Motion - Both SoC and CS/CoP formats worked for me and I haven't seen someone using
High Quality Motionscheckbox, so you can choose any of formats - Select
Export Mode- Overwrite - obvious
- Add - adds the animation to the existing *.omf file
- This also can be done via
3d Viewport>X-Ray>OMF Editor>Merge OMF
- This also can be done via
Managing the *.omf file
- Open the OMF Editor
- Open your *.omf file
- Refer to the OMF Editor documentation for more information on how to use it
- Usually you want to control SDK Flags for each specific animation
Follow Script Animation Guide to learn how to use your animation in the game

