Skip to content

Commit

Permalink
Merge pull request haekb#27 from Five-Damned-Dollarz/features/abc-v6-…
Browse files Browse the repository at this point in the history
…export

[WIP] ABCv6 bug fixes, QoL, and documentation
  • Loading branch information
haekb authored May 22, 2021
2 parents f534b02 + 92cd5a0 commit da71b69
Show file tree
Hide file tree
Showing 9 changed files with 717 additions and 25 deletions.
1 change: 0 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,6 @@ Additional format information can be found in [here](https://github.com/haekb/io
- Imported skeletal meshes are mirrored on the X axis (They're flipped back on export!)
- Converters may not provide 1:1 source files
- Converters don't convert lods!
- ABCv6 sometimes exports vertex animation nodes with an odd rotation

![](https://raw.githubusercontent.com/haekb/io_scene_lithtech/master/doc/readme/example.png)

Expand Down
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
# Blood 2

## ABCv6 Node Names

For dismemberment/locational damage system:
Expand All @@ -24,6 +26,8 @@ For dismemberment/locational damage system:
- l_gun
- r_gun

Nodes can be extended with additional nodes by appending _extra# to the node name with a number starting from 1, eg. torso_extra1, torso_extra2

## ABCv6 Animation Names

For (multiplayer?) characters:
Expand Down Expand Up @@ -248,7 +252,7 @@ For PV weapons:
- hide_key:string node_name
- show_key:string node_name

# Examples:
## Examples:

- For a gun's PV animation to deal damage the actual fire frame needs: fire_key
- To play mon_footstep_1.wav or mon_footstep_2.wav randomly whenever a footstep frame happens: [play_sound:mon_footstep_][sound_random:2][sound_volume:50]
Binary file modified doc/abc-v6-export-basics/minimal_abc-v6_vert_anim.blend
Binary file not shown.
Loading

0 comments on commit da71b69

Please sign in to comment.