Skip to content

[Blender Add-on] IE AutoSpriter

2»

Comments

  • IncrementisIncrementis Member Posts: 121
    IE AutoSpriter v0.36.20-beta

    Updates:
    • Corrected logic in the plausibility check
    • Testing Strategy: Plausibility checks will be validated sequentially as new demo cases are implemented
  • IncrementisIncrementis Member Posts: 121
    edited January 19
    IE AutoSpriter v0.36.28-beta

    Updates:
    • Animation type 4000 now possesses the properties required in step 4, as expected.
    • A Blender demo with a horse model is offered for type B000.
    • BAM files are provided for testing. Simply place them in the override folder.
    • An INI file for the BAM files is provided to allow editing of the filters with Near Infinity during testing.
    • The problem with the NLA tracks is fixed by resetting the state of the bones to the state in "edit mode".
    • Readme
    • Manual

    NOTE: The demo for type B000 is missing in this version, but is available in the latest commit.
    https://github.com/Incrementis/IE-AutoSpriter-/tree/main/demos/blender4.5.5 LTS
    Post edited by Incrementis on
  • IncrementisIncrementis Member Posts: 121
    edited January 30
    IE AutoSpriter v0.36.33-beta

    Updates:
    • Demo for animation type d000. Here is a video of the model.
    • BAM files are provided for testing. Simply place them in the override folder.
    • An INI file for the BAM files is provided to allow editing of the filters with Near Infinity during testing
    • Manual
    • If an object is missing from the "Material List" (Step 2), a user-friendly error message is displayed.
    • The "Every X-Frame" option in Step 1 is fixed. The calculated steps depend on the changed starting value of the animation frame. Autospriter does not support negative starting values ​​for frames.
    • For the armature(rig) in the "Object List," a plausibility check is performed for a disabled render symbol in the "Outliner" window.
  • AciferAcifer Member Posts: 368
    The eagles look great!
  • IncrementisIncrementis Member Posts: 121
    Acifer wrote: »
    The eagles look great!

    Thank you, I'm glad you like them :) .
    They give Candlekeep a certain atmosphere: "Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest Eagles"- joking^^.
  • IncrementisIncrementis Member Posts: 121
    IE AutoSpriter v0.36.41-beta

    Updates:
    • Includes demo for for animation type c000. Here is a video of the model.
    • The demo for animation type c000 includes shading nodes, allowing to use only predefined colors during rendering
    • In addition to the shading nodes, parameters in the Blender file have been adjusted
    • BAM files for testing animation type c000 are available. Simply place them in the Override folder
    • The BAM files for animation type b000 have been corrected, as the iesdp file has been updated with information for this animation type
    • Step 4 “Animation”: Corrects the string properties
    • The rendering logic has been modified to comply with the documentation according to the changes in iesdp (animation types b000 and c000)
    • Preventing the "Animationtype" option from being reset in step 1
    • Adds the shadding nodes from the c000 demo to the EEVEE template save files
    • Step 2: Shading Nodes improved spawn location
    • Readme
    • Manual
  • IncrementisIncrementis Member Posts: 121
    edited March 1
    IE AutoSpriter v0.36.50-beta

    Updates:
    • Adds demo for animation type 4000. Here is a video of the model.
    • The demo for animation type 4000 includes more shadow nodes compared to the demo for animation type c000, allowing to use only predefined colors during rendering.
    • In addition to the shadow nodes, parameters in the Blender demo file have been adjusted.
    • BAM file for testing animation type 4000 is available. Simply place it in the Override folder. This said, some adjustments to the specific ARE file (BGEE) are required to ensure visual correctness (see link for more information).
      https://www.gibberlings3.net/forums/topic/41085-bgee-actor-sleepfatcre-has-the-wrong-orientation-in-are-files/
    • Improves usability by providing user-friendly error messages for incorrectly named or missing shading nodes in step 2.
    • Fixes a bug that prevented the "Use Nodes" checkbox from being selected when creating shading nodes in step 2.
    • Error handling for #106 is now more user-friendly. The error can occur in multiple animation functions and is handled accordingly.
    • Adds a user-friendly error message if a rig/armature was not selected in step 1.
    • Warning if the prefix and resref fields are empty in step 1.
    • Minor syntax correction
    • Adds new materials to the EEVEE template file for uncontrolled color bleeding prevention.
    • Manual
    Post edited by Incrementis on
  • AciferAcifer Member Posts: 368
    The new sleeping man looks good! Much more detailed than the original model.
  • IncrementisIncrementis Member Posts: 121
    Thanks, Acifer :) !
    Modeling sometimes feels like fun character creation, but it's much more complex.
    That's why I wish there was a detailed workflow for modeling in the original games. It could lead to some interesting insights.
  • IncrementisIncrementis Member Posts: 121
    IE AutoSpriter v0.36.62-beta

    Updates:
    • Adds the missing object key for sleep animation in animation type 7000 monster split bams=0
    • Adds demo for animation type 7000 monster_old. Here is avideo of the model.
    • BAM files for testing animation type 7000 monster_old is available. Simply place them in the Override folder.
    • The file 7b00.INI is a test file for the demo "Monster_Old" (animation type 7000). Place it in the game's Override folder to activate it(prevents color bleeding).
    • BAM file available for importing the color palette (animation type 7000 monster_old). This is not for the Override folder.
    • Fixes incorrect sprite attack name for animation type 7000 monster_old
    • Removed reset in pose mode to prevent deformation. This prevents deformation of the wolf animation demo (type 7000 "monster_old"). See issue #102 for more information. The reset function was implemented for the demo animation type "c000", but the workflow is less clear and structured than for demo type 7000 "monster_old".
    • Manual
Sign In or Register to comment.