Primal Carnage: Extinction

Primal Carnage: Extinction

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BBQ's guide to tauntlings
By BBQ
How to create taunts in blender.
   
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Starting out
Start by first having the .fbx dinosaur and/or human models and blender installed. You can install blender from both their website and in Steam.

You can download the .fbx from here[primalcarnage.com]. The download may stop and tell you there is no internet connection a few times, but just ignore that warning and make it continue.

Once you have downloaded everything needed, start up blender. First thing you'll see is the cube, just click on it and hit delete. Then go to File (located on the top left) and choose "Import" and "FBX".
https://steamuserimages-a.akamaihd.net/ugc/1624066184972392423/01941309E96A7F4FD2DB18B46FBB3E465316DEF2/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

After that, simply navigate to the folder that contains all your .fbx models and open one up.
You should see the following;
https://steamuserimages-a.akamaihd.net/ugc/1624066184972418462/1120A33B14585BB1E2C9920088A2360600828EBD/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Next, click on the bones. They're the big triangles coming out of the model. When clicking on them, they all should now have orange outlines. When they are, go to "Animation". You can find this top middle.
Animating your character
Now that you've gotten this far, it is time to make our character move.

First, make sure you're in "Pose Mode".
https://steamuserimages-a.akamaihd.net/ugc/1624066184972430502/A5B4DA43172E7E9A002DC09CF2030263C6498726/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Just before we go to the animating part, I suggest you also grab the idle animation of your character from the SDK. To do this, open up SDK, search for the anim file of the character you're animating, open it up and find the idle animation. Make sure the idle animation is selected, then go to top left, and choose "Export FBX animation". Do this, and export it to a location you can find it in. You can now insert the first frame of this animation to yours, to make sure your animation will have a smooth transition (just simply insert the .fbx of the idle animation you just exported, then delete all the frames except the first one). This can be done last as well, as you can copy and paste poses and frames.

Back to animating. Now that you're in the pose mode, you can click on any bone you wish. Click R to rotate it, and R again to move it around more freely.

In order to save a frame of your animation, let go of the bone you were holding, press A, click right mouse button (or I), and choose "Insert Keyframe" and "Location & Rotation". Once you've done a locrot frame, you can just do A, I, and "Available". Make sure you've moved to another frame on your timeline, or you'll replace the frame you were in.
Exporting from Blender to SDK
Viewing your animation on SDK and uploading it to workshop
Helpful links
Please read first
i have had this guide wip for ages but stopped working on it because the images i uploaded were compressed to hell. it still has some good info so i decided to publish it even though it is about 60% finished.
i might edit in the rest of the guide but that will be entirely up to my motivation. alternatively, someone else can type out the rest and i can add them in.
find youtube tutorials for rest of the information. good luck.