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Porting XCOM EU skelmeshes & animations to XCOM2 ?


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Posted

Just a quick question:
Why haven't we ported the XCOM1 models yet?

I have a limited knowledge of UDK but managed to extract the skeletal mesh and animations from the EU sectoid (EWI crashes) with umodel.
CTRL-A in umodel cycles through the mesh animations, some models have more groups.
After that I reimported them in 3DMAX by using a plugin ( the Blender one is not working ), exported as FBX and loaded in the XCOM2 SDK.
The animations are running fine, are there technical problems of which I'm not aware of? The sectoid seems ho have minor eye glitches

 

http://imgur.com/a/LV1Uw

Posted

There's a guy on the Steam Workshop porting over XCOM:EU/EW armor stuff and he is working on weapons too, but the problem is that a lot of the human related stuff has to be rescaled and tweaked, because the proportions are super crazy on that stuff. Here's a good example of the problems you get if you straight port human weapons from EU/EW to XCOM 2:

http://images.akamai.steamusercontent.com/ugc/452985078885518047/F0C5D62F7977FD84E8DF3D24795126323AE6948D/

 

Even worse, if you tweak the weapon size, the animations break, so then you have to fix all of them too.

Posted

I was unsure if he was using the assets found with the xcom2 sdk or imported them from the xcom1. The ones found with xcom2 have human armor and weapons but lack all the aliens. Since they are separate models which can use the old plasma weapons proportions might not be the biggest problem.

Posted (edited)

Kinda a day late, but let me add something to the discussion.

 

There are leftover animation for the rocket launcher from XCom: EU within the files. They are rigged with a different biped from XCOM 2, I mean very different from XCOM 2's biped. You would have to spend days reanimating every animation to XCOM 2's human biped just to get it to work with XCOM 2. Believe me, I tried.

 

If you're trying to replace X2's Sectoid with EU's Sectoid, it won't work because of the problem listed above. You would need to export all of X2 Sectoid's animation, reposition the bones of the imported animation to the EU Sectoid, and hope that it doesn't break the animation.

 

The other way is just to import the animations of the EU Sectoid to XCom 2, and make a brand new enemy that points to the new animation. Not sure if it this is the most feasable way, but it doesn't hurt to try.

Edited by E3245
Posted

Brand new enemy and new animations was my idea all along, but I think there are problems with the Animation Tree, I'm still researching how the whole rigging thing works. I'd like to focus on importing EU maps if someone else manages to port the enemies.

Posted (edited)

A playable enemy? I did not get far, I just installed the SDK and still have to learn how x2 mod work, I was just poking around with the assets...

Edited by LiQuiD911
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