diff --git a/docs/zengin/anims/tutorials/standalone_animation.md b/docs/zengin/anims/tutorials/standalone_animation.md index 51b8397861..3276c5f5c1 100644 --- a/docs/zengin/anims/tutorials/standalone_animation.md +++ b/docs/zengin/anims/tutorials/standalone_animation.md @@ -10,7 +10,7 @@ Let us start with the easiest animation - a very simple gesturing animation. Firstly we have to have the animation source files ready. Best way to decompile them is using [Gothic Sourcer](https://worldofplayers.ru/threads/41942/). In GothicSourcer you choose **Tools > Decompiler models > Dynamic (MDS or MSB)** and choose an MDS file of your choice - `Humans.mds` in our case and then click the decompile button. ## Animating -Open Blender, **File > Import > Kerrax ASCII model (.asc)**, navigate to the folder with your decompiled animation files and select `HUM_BODY_NAKED0.ASC`. This file contains the skeleton and skin model for human NPCs. +Open Blender, **File > Import > Shoun's ASCII Model Importer (.asc)**, navigate to the folder with your decompiled animation files and select `HUM_BODY_NAKED0.ASC`. This file contains the skeleton and skin model for human NPCs. !!! tip "What bone hierarchy is this model using?" If you open the `.mds` file, you can see a command `meshAndTree` that specifies what model contains the skeleton. And there lies our answer: @@ -28,11 +28,11 @@ Click import and wait for the magic to happen. This video shows a freshly imported model with all default meshes. -!!! note - If we now want to play (or edit) existing animation, we can now load it on top of this. Just as before **File > Import > Kerrax ASCII model (.asc)** and select different animation file (or armor file), for example `Hum_SmokeHerb_Layer_M01.asc` for an animation file. +!!! note "How to play or edit animations" + If we now want to play (or edit) an existing animation, we can now load the animation file in .asc on top of our currently loaded model. Just as before, **File > Import > Shoun's ASCII Model Importer (.asc)** and select the desired animation file (or armor file), for example `Hum_SmokeHerb_Layer_M01.asc`. ![type:video](https://www.youtube.com/embed/FDicnSwhv0w) -Gothic characters are modular and you can change their heads on the fly, even during gameplay as seen in this amazing video from my dear friend and colleague Fawkes - [Head changing](https://www.youtube.com/watch?v=2GBmpeyqKIA). Let's add a head so that we can see how the whole body will behave while we are animating. **File > Import > Kerrax ASCII model (.asc)**, navigate to your head model. You will have to decompile it like we did with the body itself. We will import `HUM_HEAD_PONY.ASC`. Please make sure to select the target bone for importing **Bip01 Head**, this will attach the head to the proper bone, just like the engine does it. +Gothic characters are modular and you can change their heads on the fly, even during gameplay as seen in this amazing video from my dear friend and colleague Fawkes - [Head changing](https://www.youtube.com/watch?v=2GBmpeyqKIA). Let's add a head so that we can see how the whole body will behave while we are animating. **File > Import > Shoun's ASCII Model Importer (.asc)**, navigate to your head model. You will have to decompile it like we did with the body itself. We will import `HUM_HEAD_PONY.ASC`. Please make sure to select the target bone for importing **Bip01 Head**, this will attach the head to the proper bone, just like the engine does it. ![type:video](https://www.youtube.com/embed/AzotIDHFCSo)