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Exporting Animations

SutandoTsukai181 edited this page Jun 18, 2022 · 6 revisions

This article explains how to export animations from Blender to the GMT format.


Before exporting

Make sure you have the same armature as the GMD model that will be using the animation in the game. When exporting, you have to select that armature in order for the animation to export properly.

If your animation has any drivers or anything that can be baked, make sure to bake it before exporting if you want it to stay in the exported GMT.


Exporting an animation to GMT

The import dialog can be found in the File menu in Blender: File -> Export -> Yakuza Animation (.gmt)

After opening the dialog, browse to the directory you want to save the GMT file in, and choose a name for the file to be saved. Next, you should check the Export Options on the right side of the dialog, and change them according to the animation you're exporting:

image

Here's a brief explanation on the options:

  • Action: The Blender action to export. This is the animation you want to export from Blender. By default, this is set to be the current action of the selected armature.

  • Armature: The animation will be exported based on this armature, so you want to select the same armature that this animation was made for. By default, this is the currently selected armature.

  • Game Preset: The game that the exported GMT will be used in. Check the detailed option explanations if you're not sure which game to choose.

  • GMT File Name: The internal name of the GMT file. This probably doesn't affect anything, but if you're exporting an animation you imported before, it will get automatically set.

  • GMT Animation Name: The internal name of the animation inside the GMT file. This probably doesn't affect anything, but if you're exporting an animation you imported before, it will get automatically set.

  • Split Vector: This option splits the animation from center_c_n bone and applies it to vector_c_n. This is needed in order for the animation to work properly in the game. You should keep it enabled at all times. Only disable it if you know what you're doing, and you have modified the vector_c_n bone animation manually.

  • Is Auth/Hact: If the GMT you're exporting will be used in the auth or hact folders/pars in the game, then you should enable this option. Otherwise, keep it disabled. It affects how center_c_n animation is split, and is required to be correct according to the target usage of the GMT in order from the exported animation to work properly.

For a more detailed explanation on these options, check the Addon Options article.

After changing the options, click the Export Yakuza GMT button at the bottom of the window, and the animation will be exported.