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WFG Retired
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Everything posted by Wijitmaker

  1. That looks better. Ok so for the prop points - double check the names. There should be a corresponding prop point for each of these. <prop actor="props/units/heads/hele_leonidas.xml" attachpoint="helmet"/> <prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/> <prop actor="props/units/shields/hele_round_leonidas.xml" attachpoint="shield"/> <prop actor="props/units/cape_long_ragged.xml" attachpoint="shoulders"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="r_hand"/> I forget the naming convention for the prop points in blender... if it is simply helmet, or prop_helmet, or props_helmet. And double check how you exported the mesh, did you have the prop points selected when you exported it? That might make a difference. So the ultimate goal is to intermingle new animations with old animations, new meshes with old meshes... so we really want to see if you add this line to the actor file, if it turns into a crumbled mess... or if it actually works like we would hope it would. <animation file="biped/inf_hoplite_walk.psa" name="Walk" speed="120"/>
  2. Also good news Stan, I got the FBX file to work. I'll take a look at it closer tonight. I need to spend the rest of my day doing not fun stuff... my taxes
  3. Very good, your almost there. For testing purposes you could make a crude actor file. <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="1" name="Base"> <animations> <animation file="biped/{exported.dae}" name="Idle" speed="100"/> </animations> <mesh>skeletal/{exported.dae}</mesh> <props> <prop actor="props/units/heads/hele_leonidas.xml" attachpoint="helmet"/> <prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/> <prop actor="props/units/shields/hele_round_leonidas.xml" attachpoint="shield"/> <prop actor="props/units/cape_long_ragged.xml" attachpoint="shoulders"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="r_hand"/> </props> <textures><texture file="skeletal/hele_leonidas.dds" name="baseTex"/></textures> </variant> </group> <material>player_trans.xml</material></actor>Just drop your exported dae file in these locations: binaries/data/mods/public/art/animation/biped binaries/data/mods/public/art/meshes/skeletal and replace this in the example above: {exported.dae}
  4. hmm, still doesn't work for me. Does it work for you when you import it into a blank scene?
  5. Yeah - pretty sure there is nothing, because when I go to edit=>select=>by name, nothing appears to select
  6. Your right this one worked, it didn't error out - but it appears to be empty. There was no geometry included? ... for other skeletons this can easily be adapted.Most recent version (GitHub)So I will continue my tests.. Nice work - carry on!
  7. Yes bone root Yeah please review and fix the hierarchy in blender as needed. Yes in 3dmax, there is a plugin (now a part of max) that auto generates bipeds. It is called character studio. You can change the names of the bones, but I left them in there system generated names. The idea behind these skeletons was to allow people to use whatever software they wanted to use and name their bones whatever they wanted and still be able to map them to the master biped skeleton to take full advantage of all the existing biped compatible meshes and animations. I think you can ignore the fingers and toes and nubs that you might see. Just don't apply a target like in rows 84 and 85. Those are relics from the pre-collada days. Back when we used the custom 3ds Max plugin to export directly to a .psa and .pmd file. Stan, I'll check out your .fbx file now
  8. Hmm, I'm trying to remember what I selected in max when I exported. I can't recall. You might want to try a few different combinations. I'm not even sure if you can do this in blender. But, in max you have the option of "export" which exports the whole scene, or "export selected" - which only exports selected objects (of course ). I don't remember if I just selected the root, or just the root and the mesh, or the root, the mesh, and the props (I suspect the later). Or maybe it was the root, all the bones, all the props and the mesh... You might want to try a few different combinations.
  9. Ok, a few things. You can use an export of dude_4 for both the mesh and the animation file in your actor xml file. The engine will only reference the mesh data when loading the mesh from the .dae file - and when doing the animation, it will only reference the animation data stored in the .dae. So you can actually used an animated mesh for your mesh. The other thing is the skeleton. I would imagine that exporting the rig from blender will require a new skeleton. This file will need to be appended: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/skeletons/biped.xml Note there is 2 basic versions of biped - one for max (line 58 - 115) and one for xsi (line 117 - 186). There will probably need to be one created for blender that names the rigging bones correctly per the blender file. The difference could be as subtle as duplicating the structure of max one and just renaming the root. Lines 1- 56 in the file define the skeleton and will never change. The other blocks are basically translators for the various 3d software programs to define equivalent bone names. Edit: I see your comments about prop points... was there no prop points in dude 4? I thought I brought those over (might they perhaps be hidden in blender? It shouldn't be to difficult to recreate new prop points or import them into blender and re-attach them with appropriate parent/child relationships.)
  10. Per our PM conversation. This is basically how you would set it up with the prop points. celt_sb_animated.zip
  11. Wow, you guys have been busy since the last time I looked at the forums. Nice work. FYI, I never had any luck using the default .dae file export out of 3ds Max. Back in the day (2006 - when most models and all animations were from 3ds Max for 0 A.D.) we always instructed people to export the .dae file from Max using ColladaMax. Pyrogenesis didn't like the native .dae export. So we used the plugin, which did work. I'm not sure if blender might have issues with the native 3ds Max .dae export as well? Last time we made a run at this - I thought we were super close to getting this to work. I successfully got the rig into Blender and I thought it would work, but I'm not familiar enough with Blender to know how the export animation works. Check that out here. Enrique didn't have any luck with the file. http://www.wildfiregames.com/forum/index.php?showtopic=15552&p=245561 I think it has a really simple test animation applied to it too.
  12. FYI it looks like OpenCollada supports up to version 2010 of 3ds Max when I look here. Maybe compatable with 2013? https://github.com/KhronosGroup/OpenCOLLADA/tree/master/COLLADAMax Have you guys tried this? Or perhaps contacting the developers? http://sourceforge.net/projects/colladablender/
  13. Here is the 3dsmax export plugin source code you guys were asking for. pmdexp.zip
  14. Have you guys ever looked into Eadweard Muybridge's works? I found them very helpful in the past. Here is a book I bought in the past: http://books.google.com/books?id=uVbrtU0rCVsC&printsec=frontcover&dq=Eadweard+Muybridge&hl=en&sa=X&ei=MrQUU7OlAsjcoATjtoLYDw&ved=0CFIQ6AEwBA#v=onepage&q=Eadweard%20Muybridge&f=false
  15. Great thanks, I'll check it out. I want to compare the .dae file max default exporter exports vs. the 3rd party colladamax plugin's .dae. Maybe there is something different in the .dae xml file structure.
  16. How about exporting a .dae from 3dsmax and replacing an existing .dae in the game. Then loading it up in the game to see if you get any errors? Using the ox cart as an example.
  17. I can point you to more 3dmax youtube tutorials and videos. I think I even have a dvd somewhere (or used too). I'd like to get you to successfully export a .dae file. Why don't you try exporting a .dae from that ox cart max file I sent you and try to replace the chariot file again. Let see what breaks Enrique would like to try exporting a humanoid .dae file as well. I think you could help us with that If we can get the ox cart working. Lets try this next. How is your documentation of all this going? EDIT: Nevermind - you and Enrique are already on it!
  18. Looking good! I'd love to see some more variety of main menu scenes
  19. I'll check out your file later, but here is a video tut about setting up hierarchies in max: Props don't have to be made out of dummy helpers, they could be made out of geometry (like a box). I just preferred using helpers because you could filter out your selection criteria. Sometimes I would want to only select geometry or only select helpers. If my prop was a geometry type, I couldn't discriminate between the two.
  20. Good! So to define objects as props by the game engine, you just need to name them prop-_____. You could used bones or geometry or helpers. I like helpers. Do you see helpers here? This is where they used to be. Ignore the right side of this image: I usually use the point type because you can turn on x,y,z vectors to help visualize it's orientation. For manually assigning vertexes to a "bone" what you do using the skin modifier is pretty well defined here: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-0D847E14-366A-4629-A87A-D24CAF591226.htm Select the box that says "Vertices" at the top of the select menu: Select the name of the bone in the bone list. Then assign a value of 1.0 in the Abs. Effect box under weight properties. Usually I use envelopes for weighting vertexes in organic objects. But, for mechanical ridged animation, this is how it has worked for me in the past.
  21. Alrighty, give this a try. I think that old file I linked you to was nothing worth your attention. It includes a before and an after. OX_Cart.zip
  22. Ah, would you mind exporting the ox cart as a .obj file and then zipping it up with a texture? I'll just use that for a template for you.
  23. The later is a great model. The first... hmm maybe this is not the file I thought it was. I'll need to open up Max and check that file out.
  24. Always glad to help when I can - consulting is the easy part. You guys are doing the hard work these days, developing! It is amazing to see the vision I and a few other founders set for the project 13 years ago still in motion. So thank you Erik, and everyone else who has picked up where others have left off - successfully passing the torch.
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