well, i got it to work in ksEditor now. Even with the fucked up scale and rotation things...
had bit trouble with the animation tho - while exporting, i forgot to disable "apply modifier"
and there are 2 things in baking tab to untick! Very importend if i remember correct!
...it with model.ini could be a solution for now
but yes there are some problems with the scale rotation ,mesh and armature... it's a mixamo animation maybe something wrong in blender with these kind of animation...i will try tonight again
it's so frustrating everything is well only animation...
in blender i can move the trooper where ever i want without deform or animation offset.
but anyway, i suggest to save the trooper as seperate kn5.
then you can move it with the model.ini everywhere you want.
main problem is scale and even rotation difference between Mesh and Amature.
Then...
it's drive me crazy one week i'm on it and still can't load this trooper in the pit of my circuit
i let the trooper with the animation here , if someone make it works let me know what i do wrong in the export fbx
thanks all
i ve tried your setting but still all deform , i have the stereo's plug and for exporting animation it's perfect no problems .
i think it's how i export the fbx with armature who fu... all the mesh in kseditor
by the way thanks for your help ;))
ok so i ve tried the stereo's plugin , no problems for the anim export it works. the problem is my fbx in kseditor all deform with the armature. i put an empty to keep location of the meshes and armature to 0.0.0 but i think when i export them there are a problem , i do something wrong maybe...
...maybe put an Empty-Axis at 0,0,0 and put your meshes parented under that axis
and you know that ksEditor only does 100 frames of animation - everything else above will be interpolated to fit 100 frames
you might wanna use Stereo's ksanim exporter...
You can export animation directly with Stereo's plugin. You'll still need to export FBX though and run through kseditor, but no need to export animation through there.
Blender ksanim/knh exporter | OverTake.gg (Formerly RaceDepartment)
hello i have exactly the same problem as your ( export my fbx animation in kseditor and it's all deform)
did you find a solution to export the fbx animation from blender to kseditor ? it's drive me crazy
oh and i recommend not using an animation,
but to move the train via "ext_config.ini" using the railroad as mesh for moving the train
[ANIMATED_...]
MOVE_ALONG=rail_raod_mesh..
see this post with a test track (not Riggswater)
https://assettocorsamods.net/threads/riggswater.1762/post-13897
CSP...
yes, you can create an animation to the mesh that reduces the scale and makes it disappear.
to activate the animation you have to use an animation script to insert in "ext_config.ini" and choose one of the CSP inputs, choose one of these that you find here...
Hi Guys ! I tried my best to make it work but it doesn't.. Even though it seems simple (as the windmill animation thing) I'm probably missing something...
Can somedy help me out ?
Here is what is in my ext_config.ini
[SOUNDBANK_0]
BANK = sfx/FIR.bank
GUIDS = sfx/GUIDs.txt
[EVENT_...]
ID =...
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