Link IK rig for custom animation import to OoT
Original rig by rankaisija
Modifications by Sauraen
Animations created with this rig work correctly in game, including interpolation from/to existing in-game animations, and animated eye/mouth textures.
- Blender 2.8+ (tested with 2.91)
- objex2 (please update regularly)
- Make sure you have the
tex
folder next to the blend file - Make sure scripts are enabled for the file, see https://docs.blender.org/manual/en/latest/advanced/scripting/security.html
- Animate the IK bones and pole bones. Don't animate the green or red bones (hidden by default).
- Move the
Eyes
andMouth
bones by multiples of 1 on the X axis to change eyes and mouth textures. If you want "default" (the eye texture determined by Link's blinking engine), set the eye texture to -1. - Create one action per in-game animation you want to make. Use the "Force save data block" option on these actions so they don't get discarded.
- File > Export > objex2
- Make sure
Link anim BINs
is selected - The bin files are labeled with their action name and with the number of frames they last for.
- You will need to make animation headers containing segmented pointers to the animation data and the frame count. Consult with your romhack lead programmer for more information.