Rayman 3 Animated Character models (.blend)

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U2B
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Rayman 3 Animated Character models (.blend)

Post by U2B »




Image

Hello,

some of you guys keep asking for animated character models related to Rayman that you might have had occasion to see on YouTube. I decided to upload what I have so far so you can benefit from that. These are in .blend Blender format with bundled textures in it. Exportable with built-in Blender fbx export and ready to use with external game engine (tested with Unity as you can see on YouTube).

https://drive.google.com/drive/folders/ ... sp=sharing

Right now we have:
Rayman 3 animated model with 203 animation states (or so, don't want to check right now exactly)
2 Globox variants (with less and more animations because they are extracted from different maps from Raymap)

I will keep updating this, also will put next to it dedicated Raymap project instance on that drive as well as Blender scripts and will prepare some manual so you as a community will be able to export next models yourselves, at least from Rayman 3 right now. Still working on new implementation for Raymap that will allow us to nicely export models from Rayman 2-like games as well (R3 only for now unfortunately).

And will keep editing this post and adding stuff, so stay tuned.
Last edited by U2B on Wed Sep 22, 2021 12:02 am, edited 1 time in total.
Hunchman801
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Re: Rayman 3 Animated Character models (.blend)

Post by Hunchman801 »

This looks great, I'm sure it will go a long way towards helping those interesting in making a 3D fangame. Out of curiosity, do you plan on exporting other characters too?
U2B
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Re: Rayman 3 Animated Character models (.blend)

Post by U2B »

Sure I do, just need help/motivation with these two repos :P

https://github.com/Spinu2b/AnimatedChar ... onstructor
https://github.com/Spinu2b/raymap/tree/ ... tes-export - raymap, branch perso-states-export, new generic export implementation being worked on, not in the official version of Raymap yet, still experimental

In principle I would like to build as big characters library as possible basing on maps supported by Raymap. So there would be like models from Rayman 2 games, Rayman 3, Rayman M etc. eventually. But its a lot of work adapting the OpenSpace structures to the Blender model for it to export and work properly and be convenient for further game developers to work with.

________

Right now what we are left with is implementation that leaves tedious manual work required when exporting each models, and it works so far only for Rayman 3-like games. So we can export models even now, but only for Rayman 3 from what I can see and it requires manual labour for each model separately (selecting objects making up the character model manually to be exported). The reason why we don't have more models from Rayman 3 right now is because no one wants to sit right now and do the job :P Thus the new implementation will be full automatic, but its much more complicated manipulating the model and recreating some aspects of general game engine's character animation implementation details.
Hunchman801
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Re: Rayman 3 Animated Character models (.blend)

Post by Hunchman801 »

Have you tried reaching out to Droolie? He's the developer of Raymap and he might be interested in such a feature.
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Re: Rayman 3 Animated Character models (.blend)

Post by Lamapotato »


Very convenient models to use. I even went into unreal and made a small project to try them in action.
U2B
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Re: Rayman 3 Animated Character models (.blend)

Post by U2B »

I left a post in your thread of your project :) If you shared the source code that would be awesome, because I think that community working together might actually finish something if one person would not :) From hand to hand, but it is up to you of course. Congrats! If you would like also some help or maybe more models from Rayman 3 exported with animations I could provide some help/guidance with that. Let me know if you would need anything ;)

Yeah, when implementing export I was always keeping usage convenience in mind in terms of technical aspects of game developer's job. So these models export nicely to fbx with builtin Blender fbx export (armature structure and way of building character model) and have nice states from Dopesheet Timeline editor with all curves etc. so no apparent glitches and there is a readiness right away.
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Re: Rayman 3 Animated Character models (.blend)

Post by hoodlumsworld »

It's awesome that they work in Unreal Engine too!
U2B
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Re: Rayman 3 Animated Character models (.blend)

Post by U2B »

Ok I added couple of more models. The hoodlums models and many others have glitches with bones and/or UV maps right now, but for now they should be enough to work with in some ways.

Image
Hunchman801
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Re: Rayman 3 Animated Character models (.blend)

Post by Hunchman801 »

That's pretty impressive already, can't wait to see them in action!
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Re: Rayman 3 Animated Character models (.blend)

Post by Dark Skink »

Keep the good work!
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Re: Rayman 3 Animated Character models (.blend)

Post by Elite Piranha »

I imagine you need a really expensive computer to use Blender to its fullest potential.
Ray2005
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Re: Rayman 3 Animated Character models (.blend)

Post by Ray2005 »

When viewing Rayman, he doesn't appear to have blinking for some animations, or his tongue for the Grimace. It only shows his default expression. Is this supposed to happen?
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Re: Rayman 3 Animated Character models (.blend)

Post by beaver7 »

Lamapotato wrote: Mon Aug 23, 2021 2:10 pm
Very convenient models to use. I even went into unreal and made a small project to try them in action.
Which animations did you use from the blender files specifically to recreate this? I would like to recreate it myself, but I want to make sure I use all the animations since theres so many.
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