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Creating HUD Hands Animation in Blender


Authors:
SaloEater
SaloEater

Need to know

Beginning

  • Download the Blender and install it.
  • Download any set of hands from discord
  • 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 Sheet editor and Action Editor in 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 Sheet editor, select X-Ray > Export .skl
    • Right panel can be hidden, you can show it by pressing N in that editor or select an arrow in the most right

Applying camera motion

  • In 3d Viewport > X-Ray > Add > Add X-Ray Camera select HUD SoC/CS
  • Select the camera in the Outliner editor
  • With File > Import > X-Ray Animation Path import any .anm from gamedata\anims\camera_effects
  • In the Dope Sheet editor 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-root in the Outliner editor
  • Select the xray-camera object
  • In Properties editor go to Data > 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 Object any hands .ogf file, for example, any from gamedata\meshes\anomaly_weapons\hands
  • Select the imported object
  • In Properties editor go to Data > Bone Collections > Add Bone Collection
  • In 3d Viewport editor go to the Pose Mode
  • Select all the bones in the 3d Viewport editor
  • In the Bone Collections select the newly created bone collection and click on Assign Selected Bones

Exporting the *.omf file

  • Import your .skl file(s) through File > Import > X-Ray Skeletal Animation
  • In the Dope Sheet editor 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 Motions checkbox, 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

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