if I'm not mistaken the o3d contains an array to tells which bones to use for skinning
if I'm not mistaken the o3d contains an array to tells which bones to use for skinning
hmmm i have download the Model Plugin for 3ds Max. but i dont know what i musst do? how i can put it in 3ds max to use it ?
Edit: sry problem fixed :D
It doesnt work on Autodesk 3DS Max 9 :)
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Those having issues please use the codeplex link from now on to get the latest version of the plugin. And yes it works on max9, 2010, 2011 and 2012. I've tested them all myself. Scripts are back and forwards compatible with slight differences. Plus you get the source at your disposal anyway. Just recommit any changes are per the license I set forth.
mhm I'm using it now, it worked perfectly I really don't see a reason for it not to work
been having fun playing around with the script making it less of a pain to load things
I'd recommend doing something similar to what cola does
having a input text for the monster type such as lets say you have a mob that uses a model like mvr_johndoe you would place in the text box johndoe(which is as decided in mdldyna) once you confirm it then search for mvr_johndoe.o3d if it finds it load it, if not fail, next being mvr_johndoe.chr then after that searching for something like "mvr_johndoe_*.ani" then loading them in a list box on the side one can click and load
it makes it a lot easier to work with ;/
Those who wish to work and commit any changes or add branches to the original should contact me with their info. I would very much like to change various things like the interface, and add in what Rem suggested but sometimes the time constraints do not allow it.
So you will eventually release an exporter? :3
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yes. with the exception of the animation which is not done, You will be able to export the model back to the original o3d, and chr respectively.
you should really have been working with the .ase instead of fbx, if you managed to fix the .ase export in a good way, then the cola would do the rest, (o3d, chr, ani etc)
well, I have close to made it possible to load fbx files, no idea how actually.. but need to fix the x,y,z xD seems like ive mixed everything up
and yeah, for those who will ask, A RELEASE?!?!
I will do a release when I have managed to make it fully work with any kind of animation
Last edited by Xakzi; 19-12-11 at 03:15 PM.
animation exporting already works in cola, it's the bones that do not work, however if you make a new animation and do it as it should in cola, the animation will work on other movers(though the animation is not made for them so it doesn't look quite right)
so I really don't think that will be a big problem so long as you can get bones to save properly.
a certain server has been bragging about their "4th jobs" and how it's animations were only possible due to their excessively mentioned "exclusive" converter, has actually been possible since the day cola was released no add on or fix required, making that "exclusive" converter irrelevant to making it possible as players already have bones. Just people have been too lazy to even convert the player model to plain o3d, then re-create the bones and make the names match.
there are many things possible with very little effort, just most people are hopeless when it comes to to things not served to them on a silver platter.
Last edited by Reimniess; 19-12-11 at 10:19 PM.
Exclusive definition: Limiting or limited to possession, control, or use by a single individual or group.
Anything that is exclusive is limited to a certain group or person. If the converter we possess was public, it wouldn't be exclusive. Learn the definition of exclusive before using it, please.
As for an animation converter, whether it be ours, this one, or any other converter, having one doesn't magically make 4th jobs, new jobs, 5th jobs, etc. possible. Any private server can create 4th jobs by re-using animations, SFX and re-texturing armor. A model converter just enables custom animations so you don't have to re-use any. Even then, once you have all animations ready for a new job or set of Xth jobs, you need to create new sets of armor from scratch, new weapons, new skills, sound effects, SFX, etc. This requires several coders, GFX developers, 3D developers and sound engineers. So while you're right about an animation exporter making any form of a new job possible, it doesn't serve them on a silver platter for you.
you missed what I meant entirely, I'm saying it's been possible to make NEW ANIMATIONS since the day cola was released and as I've been explaining to people since it was released(actually even before considering I had it before it was leaked when I suggested it to Heathj )...
and my comment about the excessive use of the word exclusive I was mentioning , it was stated in just that excess as in way beyond what was needed
In such a way as to brag.
Doing new animation with the o3d converter which I guess you mentioned earlier with "Just people have been too lazy to even convert the player model to plain o3d, then re-create the bones and make the names match." Is pretty much impossible..
Even if the model get animated throught the converter, it will still follow the current movements for a character..
Anyone else find it a tad bit odd that the Aeonsoft ase exporter is one of the few things that hasn't been leaked?
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