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 Sheet
editor andAction 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, selectX-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
- Right panel can be hidden, you can show it by pressing
Applying camera motion
- In
3d Viewport
>X-Ray
>Add
>Add X-Ray Camera
selectHUD SoC/CS
- Select the camera in the
Outliner
editor - With
File
>Import
>X-Ray Animation Path
import any .anm fromgamedata\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 theOutliner
editor - Select the
xray-camera
object - In
Properties
editor 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 Object
any hands .ogf file, for example, any fromgamedata\meshes\anomaly_weapons\hands
- Select the imported object
- In
Properties
editor go toData
>Bone Collections
>Add Bone Collection
- In
3d Viewport
editor go to thePose Mode
- Select all the bones in the
3d Viewport
editor - In the
Bone Collections
select 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 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
- 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