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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Nice work guys SMD was the trick! Well done, I'm looking forward to seeing the new animations!
  2. Sorry guys, I have to bail on this for a few weeks. I'm taking a trip - leaving this Friday and won't return until 4/7. I need to spend my free time in preparations. Keep fighting the good fight, I'll try to lend my assistance again when I return. The next steps I would take is the following: Create a simplified animation (maybe 2 bones bending a 4 sided cylinder) in max with some test prop points, then work to get that into blender. Try to export a .dae from max and blender again. Compare the contents of the .dae files with a smaller dataset. I'd also be curious to better understand how p
  3. Very interesting... I feel like we got a lot of answers today, but now there are more questions. Try tweaking the actor file to call out a .dae file instead of a .psa for the walk test. Could I see an animated gif of the walk? Maybe use: inf_pack_walk.dae <animation file="biped/inf_pack_walk.dae" name="Walk" speed="120"/> I have yet to see the .dae file that blender exports. I'd like to see it so I could do a comparison look. Could I get a copy from you? In wonder if the prop orientation error has more to do with how I brought the prop points into blender rather than an error on bl
  4. I'm not sure what is going on with that head prop... wierd. The mesh deformation with the different animations might be because... I think every vertex gets an index number assigned to it in the .dae file. Each vertex is located xyz with bone assignments and weightings. Perhaps the vertex index numbers are getting scrambled between versions of .dae exports? All the original max files are in the art repository and could be re-exported as .dae files. Hephaestion, I'd be curious to see what you thought as you compared and contrasted the contents of the Max exported .dae files with the blender
  5. 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 conv
  6. 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
  7. 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/unit
  8. hmm, still doesn't work for me. Does it work for you when you import it into a blank scene?
  9. Yeah - pretty sure there is nothing, because when I go to edit=>select=>by name, nothing appears to select
  10. 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!
  11. 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 t
  12. 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.
  13. 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.
  14. Per our PM conversation. This is basically how you would set it up with the prop points. celt_sb_animated.zip
  15. 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.
  16. 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/
  17. Here is the 3dsmax export plugin source code you guys were asking for. pmdexp.zip
  18. 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
  19. 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.
  20. 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.
  21. 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!
  22. Looking good! I'd love to see some more variety of main menu scenes
  23. 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.
  24. 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 "V
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