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.
- .006 Animations
- .smd Refpose
Make sure that you know which files 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 refpose.smd
- Open a cmd in the same folder (shift+right-click empty space in explorer ->
Open command window here
You should now have a refpose.smd
in the same folder. This file is required by overwatch_anim.exe
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.
The 000000000000
usually contains the highlights.
The 0000000006E9
contains animations for the 0000000006E9.owmdl
file, etc.
I assume that you already have the OWMImporter for Blender
and the Blender Source Tools installed
, if not then install them now (linked above).
- Press space and search for
Import OWMDL
- Select your
.owmdl
model- You can also import additional models (like the weapon) if you want
- Leave the settings and click import
- Press space and search for
Import SMD/VTA, DMX, QC
- Select a
.smd
animation generated byoverwatch_anim.exe
- Change the
Bone Append Mode
toMake New Armature
- You'll need to rotate the model exactly 90 degrees on the x axis, type
r x 90
to 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 + p
and selectArmature Deform
You can now delete the first model (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 realtime physics, so you'll have to simulate those using Blender's cloth physics (or some other way).
Its a well explained tutorial. And you can add a tutorial how to simulate cloth physics to avoid questions how to do this etc. And a little Suggestion you can add that the converter automatical skips the errors.
-Shiro aka Shiiron