Tutorial/Import animations into Blender
- 1 Using SEAnim Files
- 2 Using SMD Files
- 2.1 Required Files
- 2.2 Required Tools
- 2.3 id-daemon’s Animation Converter
- 2.4 Import .smd files into Blender
This guide assumes that you already have all the required files extracted, see Required Files. If you do not yet have these files extracted then you can extract them using Dynaomi’s OverTool (Instructions).
This guide assumes that you are using Windows, but it should work fine for wine as well.
Using SEAnim Files
As of version 126.96.36.199, OverTool creates SEAnim files next to the raw
.006 animation files. They are easier to set up than SMD animations and support bone scaling (among other things).
- Character Model
- SMD Refpose (next to OWMDL files)
- SEAnim files (in
- Dynaomi’s OWMImporter for Blender
- Blender Source Tools
- SEAnim Importer for Blender (download by clicking Clone or download > Download ZIP or by clicking here)
Installing Blender Plugins
If you have not already done it, download Blender, the Blender Source Tools, and the SEAnim Importer for Blender above.
Install and launch Blender. Go to File > User Preferences… (or press CTRL+ALT+U) and click Add-ons at the top. Click the Install from file… button at the bottom of the window, select the downloaded plugin's ZIP, and click Install from File…. You will return to the Add-ons Page, and the plugin should be displayed as disabled; Click the checkbox next to the plugin's name to enable it. Repeat these steps to install the two other plugins. Make sure to press Save User Settings at the bottom of the window after installing the plugins so they are automatically loaded the next time you launch Blender.
Importing the Model, Skeleton, and Animation
Importing the Model
First, import the OWMDL you would like to use by going to File > Import > OWMDL and selecting a model file (usually, the base character model is the largest one). Delete the existing skeleton (the black bars sticking out everywhere) by right-clicking it, pressing the DELETE, and clicking on the Delete button that appears under your mouse or by pressing ENTER. To make things easier, join all the meshes by pressing A (you might need to press it a couple of times; everything is selected once there is an orange outline around the model) and pressing CTRL+J.
Importing the Refpose
After that, import the corresponding refpose SMD file (same model name/ID) by going to File > Import > Source Engine (.smd, .vta, .dmx, .qc). Make sure that Bone Append Mode at the bottom left is set to Make New Armature and not to the default Append to Target. You can then import the refpose, and, once that is done, you should see both the model and the skeleton (small spheres connected with dotted lines) in the editor. However, they are currently lying on the ground; to make them sit upright, select everything once again by pressing A, and rotate them 90 degrees around the X axis by typing R, X, 90, and ENTER.
Binding the Skeleton to the Model
Select both the model and the skeleton manually by right-clicking on the model first and the skeleton second. It is vital that you select the skeleton last (lighter orange outline around it). Press CTRL+P and click on Armature Deform. It is normal that nothing seems to have happened – the skeleton is currently in the same pose as the model.
Importing the Animation
To import the animation, first select only the skeleton by right-clicking on it. Then, go to File > Import > SEAnim (.seanim), select the animation file you want to use (they are usually in Animations > MODEL ID > 160), and press Import SEAnim. This will import the animation but also put you in Pose Mode; to exit that mode, click on the box that says Pose Mode at the bottom left of the viewport and select Object Mode.
If you have done everything properly, you should now be able to play the animation by pressing ALT+A or by clicking the Play button below the timeline.
Using SMD Files
- .006 Animations
- .smd Refpose
id-daemon’s Animation Converter
Make sure that you know which file contains the character you want to import. You can see which file to import by importing all .owmdl files in Blender (it usually is the largest file, or second largest)
- Extract the downloaded files somewhere
- Place the refpose for your model (
00000000XXXX_refpose.smd, which OverTool extracts by default) in the same folder as the tools and rename it to
- Open a cmd in the same folder (shift+right-click empty space in explorer ->
Open command window here)
You can now use
overwatch_anim.exe "...\Eidgenossin\Animations\000000000000\00000000413A.006" to convert .006 files to .smd animations. Make sure to replace the path with your path.
Some animations might throw an error, just ignore it and move on to the next file.
000000000000 usually contains the highlights. The folder
0000000006E9 contains animations for the
0000000006E9.owmdl file, etc.
Import .smd files into Blender
I assume that you already have the
OWMImporter for Blender and the
Blender Source Tools installed, if not then install them now (linked above).
Import your .owmdl using the OWMImporter (you should know how to do this)
- Press space and search for
- Select your
- You can also import additional models (like the weapon) if you want
- Leave the settings and click import
Import the .smd animation using Blender Source Toos
- Press space and search for
Import SMD/VTA, DMX, QC
- Select a
.smdanimation generated by
- Change the
Bone Append Modeto
Make New Armature
Add the imported animations to the existing model
- You’ll need to rotate the model exactly 90 degrees on the x axis, type
r x 90to do so. (Rotate, X, 90)
- Select all the meshes (shift + left-click), make sure to select the animated skeleton last!
- Select the imported animated skeleton and (with your mouse inside the 3D viewport) press
ctrl + pand select
You can now delete the first skeleton/armature (Right click ->
Delete Hierarchy), or don’t, it doesn’t matter.
You should now be able to play the animation by pressing
alt + a or clicking the play button underneath the timeline.
You’ll also notice that some models use real time physics, so you’ll have to simulate those using Blender’s cloth physics (or some other way).