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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. This might be helpful? http://blenderartists.org/forum/showthread.php?229470-Fox& and http://lucasfalcao.wordpress.com/making-of/making-of-red-fox/
  2. This topic made me smile. This was a feature that was spec'd for 0 A.D. 12 years ago: http://wildfiregames.com/users/files/docs/0addesigndoc.shtml Morale was something we wanted to have a dynamic affect in game play. The game at the time was very aura based. Morale applies itself during the calculations of an attack between entities. Noise-makers decrease the morale of the enemy, Standard bearers increase the morale of your units. They were intended to be used in formation. Formations were intended to not just be a visual representation, but more importantly - impact gameplay. We wanted to add depth of strategy by making live/dynamic choices that would give you more options as a player and as an opponent be less predictable. The game was originally designed to be more tactical like Company of Heroes vs. mass-cannon-fodder-he-who-clicks-the-fastest-in-the-right-order-wins. Some of the ways we wanted to do this was through seasons, morale, decision based tech tree, terrain, territories, stamina, etc... The game today incorporates a lot of these ideas to this day - which is cool to see an observe.
  3. I've got all those discussions if someone wants to take a trip down memory lane This has to be one of my all time favorite 0 A.D. Screenshots: http://www.wildfiregames.com/forum/index.php?showtopic=15503&p=231803 I'd love to see an updated one with all the new graphical features like AO.
  4. Nice work guys SMD was the trick! Well done, I'm looking forward to seeing the new animations!
  5. 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 pyrogenesis converts the .dae files into .psa and .pmd files - and what parts and pieces of the .dae it uses in the conversion. I also thought it might be interesting to make a custom texture and paint it so that the vertexs in the scramble would be obvious in their before and after positions.
  6. 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 blender's part. I'm convinced this can be fixed. I'm more concerned about the mesh/animation cross talk between the old (max animations and meshes) with the theoretical new (blender meshes and animations).
  7. 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 exported .dae file. 2 are exported with max's default exporter (autodesk) with different orientations. I never had luck getting these exports to work in pyrogenesis. Attached is a screenshot of the export dialog menu, and warnings it threw. The other export is colladamax plugin's version - what I always used successfully. dude_4_dae.zip
  8. 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"/>
  9. 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
  10. 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}
  11. hmm, still doesn't work for me. Does it work for you when you import it into a blank scene?
  12. Yeah - pretty sure there is nothing, because when I go to edit=>select=>by name, nothing appears to select
  13. 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!
  14. 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
  15. 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.
  16. 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.)
  17. Per our PM conversation. This is basically how you would set it up with the prop points. celt_sb_animated.zip
  18. 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.
  19. 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/
  20. Here is the 3dsmax export plugin source code you guys were asking for. pmdexp.zip
  21. 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
  22. 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.
  23. 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.
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