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
 - 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

