Model Utilities

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  1. #166
    Banana Adler is offline
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    Re: Model Utilities

    Quote Originally Posted by kolelolx View Post
    Anyone else find it a tad bit odd that the Aeonsoft ase exporter is one of the few things that hasn't been leaked?
    Posted via Mobile Device
    That and the developer client, their new 3D converter tools and Beast/Cola/SFX-Editor source. ;-;

  2. #167
    Account Upgraded | Title Enabled! kolelolx is offline
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    Quote Originally Posted by Adler View Post
    That and the developer client, their new 3D converter tools and Beast/Cola/SFX-Editor source. ;-;
    >: Well I mean tool wise... We have Daisy, Beast, SFX-Editor, but why would Cola be leaked if all we can really do with it atm is convert meshes .-.
    Posted via Mobile Device

  3. #168
    Banana Adler is offline
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    Re: Model Utilities

    Quote Originally Posted by kolelolx View Post
    >: Well I mean tool wise... We have Daisy, Beast, SFX-Editor, but why would Cola be leaked if all we can really do with it atm is convert meshes .-.
    Posted via Mobile Device
    I want Beast source more than anything. In fact, I would throw a bag of kittens into a pit of fire for it.

  4. #169
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Quote Originally Posted by Adler View Post
    It's impossible to create new animations due to the nature of all public .ase exporters. If you want to create new animations, you need Aeonsoft's custom .ase exporter.
    That or you guys help me import animations to Max and I can get them out. The ani file structure is very easy to understand its all the matrix math that is the problem.

    oh, and either I'm not understanding Cola or its not there but Animation exporting doesn't work for me.

  5. #170
    Banana Adler is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    That or you guys help me import animations to Max and I can get them out. The ani file structure is very easy to understand its all the matrix math that is the problem.

    oh, and either I'm not understanding Cola or its not there but Animation exporting doesn't work for me.
    Cola is very, very buggy. Galalabs uses a new model converter/editor now but I can't remember what its name is....

  6. #171
    0xC0FFEE spikensbror is offline
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    Re: Model Utilities

    Quote Originally Posted by kolelolx View Post
    Anyone else find it a tad bit odd that the Aeonsoft ase exporter is one of the few things that hasn't been leaked?
    Posted via Mobile Device
    It has probably been available for leaks, however the people with access to it has probably thought it as just a void utility that has had no relation to flyff at all.

  7. #172
    Account Upgraded | Title Enabled! divinepunition is offline
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    Re: Model Utilities

    if you want to have ASE with physic and TM_ANIMATION node you could also read another file format (ex : collada) and make 3DS max export into collada and ASE. Then use collada physic infos to edit your ASE and ADD the info you need. The phydic and animation node in aeonsoft ASe is easy to reproduce just leave 3DS to make the hard part of work and add what is needed to have a good ASE version like the one of NPCCollect.ASE and Gurucatcher_die.ASE...

    and finally cola will do the rest of your work...

    Make a plugin for 3DS max is a good idea if i could have more time i could work on it too (but i haven't time for now)

  8. #173
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    quite honestly cola hasn't done shit for me and judging by the state of it, it never will.

    I don't have the time to make another plugin for max and the current state of the script I wrote is pretty much where it stands. I will get to the export part eventually but life is like that. Plus the few people that actually were helping me have disappeared due to various reasons in real life almost completely halting production of the script.

    All I can do now is rely on this community for support and further development of the script when possible.

    On another note, I did manage to import Kebaras into the Unity Engine with minimal effort and a little scripts I wrote for the engine. I was thinking of moving ahead on getting the other worlds imported if enough people would stand behind it. So many possibilities with it, yet so little time nowadays.

  9. #174
    Developer CriticalError is offline
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    Jun 2007 Join Date
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    Re: Model Utilities

    sorry for dump old thread, anyway first of all I wanna say thanks for your great work man, it work very cool, another thing, BoneViewer is support in W7? I trying open and nothing happen, about others problems can't found in topic

    GUI Editor
    ModelViewer,etc

    ok thanks again for all your work keep working take care.



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