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Blender extension to specifically repackage Synth animations into GLB files for use with Godot.

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Vortex-Basis-LLC/fix_synty_anim_to_godot_with_autorigpro

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Retarget Batcher via ARP

NOTE: This tool requires that you already have Auto-Rig Pro installed in Blender. If you don't have Auto-Rig Pro, you can buy it here (I have no affiliation with makers of Auto-Rig Pro, but it is a pretty useful tool): https://blendermarket.com/products/auto-rig-pro

This extensions will reset a set of FBX animations to a common rest pose and export them in groups to a series of GLB files.

The purpose of this tool is to fixup Synty's animation libraries and package them into GLB libraries that are easily usable within Godot.

Known Issues

Root-motion animations need some work, but the in-place animations should all be good.

Basic Instructions

  • Install/enable Auto-Rig Pro in Blender.
  • Download the extension release zip and drop into Blender to install.
    • fix_synty_anim_to_godot_with_autorigpro_v1_0_0.zip
  • Purchase Synty animation packs and unzip Blender source files under a common directory.
    • Synty Store
    • The T-Pose from ANIMATION - Base Locomotion is needed (or you'll have to create your own T-Pose).
  • Unzip all Synty animation packs you own under a common folder.
  • Start new Blender project and delete all objects in the scene (the cube, camera, and light).
  • Go to "Fix Synty Anim To Godot With ARP" tab in the side panel ("N" menu on the Viewport).
  • Click "Batch Retarget" once to have "Anim Config CSV" automatically setup with preconfigured CSV that references all known Synty animations.
  • Set "Import Path" to root folder containing all your Synty animations.
  • Set "Export Path" to root folder that will contain all exported GLB files (one for each "group" name in the Anim Config CSV)
  • Click "Batch Retarget".
  • Wait a while (maybe 20 minutes on a reasonably fast machine).
  • Your export path will now contain GLB files usable as animation libraries in Godot.

To use the GLB files in Godot:

  • Drag and drop GLB files into your Godot FileSystem.
  • Select each GLB file, go to "Import" tab.
    • Change "Import As" to "Animation Library"
    • Check "Import as Skeleton Bones"
    • Check "Trimming", "Remove Immutable Tracks", and "Import Rest as Reset".
    • Click "Reimport"
    • Click "Advanced"
    • Select "Skeleton3D" in scene browser. Create bone map (or use synty_anim_bone_map.tres in extension folder)
    • Click "Reimport"

To add animations to your character:

  • With AnimationPlayer for your character selected:
    • In Animation tab, click Animation button then "Manage Animations"
    • Load library and then pick one of the GLB files you imported.

Notes about generation of synty_anim_metadata.csv

  • List was generated by initially crawling folder, dumping list of FBX names, and remove non-animation FBXs.
  • loop column was calculated in Excel as follows:
=AND(NOT(OR(ISNUMBER(SEARCH("_Begin_",A2)),ISNUMBER(SEARCH("_End_",A2)),ISNUMBER(SEARCH("_ReturnTo",A2)),ISNUMBER(SEARCH("_To",A2)),ISNUMBER(SEARCH("_Enter",A2)),ISNUMBER(SEARCH("_Exit",A2)))), OR(ISNUMBER(SEARCH("Idle",A2)),ISNUMBER(SEARCH("Walk",A2)),ISNUMBER(SEARCH("Run",A2)),ISNUMBER(SEARCH("Sprint",A2)),ISNUMBER(SEARCH("Shuffle_",A2)),ISNUMBER(SEARCH("Crouch_",A2)),ISNUMBER(SEARCH("_Additive_",A2)),ISNUMBER(SEARCH("_Loop",A2))))
  • root_motion column was calculated in Excel as follows:
=OR(ISNUMBER(SEARCH("RootMotion", A2)),ISNUMBER(SEARCH("_RM_", A2)))

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Blender extension to specifically repackage Synth animations into GLB files for use with Godot.

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