Model Utilities

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  1. #46
    Account Upgraded | Title Enabled! kolelolx is offline
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    Quote Originally Posted by GlaphanKing View Post
    yea. I'm doing a bit of juggling as of late. I'm going to put it on Codeplex so I can get some outside contribution. Even in its early stages it does spit out ase format thanks to some reference from Lethal's code he sent me. I'm not a 3d modeler by far so this would help me as well as anyone wanting to help out.
    I've got tons of rigged&animated models ready. I can send you a few later today?
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  2. #47
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    I got a few models I could send to ya, well, it also depends on how you want it to be structured too, theres different ways to add bones into a model, I personaly use "Biped" since it doesnt take so much time to add it, but there is also "Bones", I cant really handle Bones in 3ds max tho :p

  3. #48
    Account Upgraded | Title Enabled! kolelolx is offline
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    Quote Originally Posted by wakazaki View Post
    I got a few models I could send to ya, well, it also depends on how you want it to be structured too, theres different ways to add bones into a model, I personaly use "Biped" since it doesnt take so much time to add it, but there is also "Bones", I cant really handle Bones in 3ds max tho :p
    A biped is simply a pre made bone structure. The different methods of rigging are physique, skinning, etc. (Don't know if there's more) If possible, whatever you end up doing, you should make it both physique and skinning compatible, since even though most things are usually done with physique, some games that we can rip from such as WoW use skinning
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  4. #49
    0xC0FFEE spikensbror is offline
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    Re: Model Utilities

    The point is, the format(file-level) of biped differs no way from any other bone formats.

  5. #50
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    bip wouldn't work for the mobs. It works for players and possibly the NPCs but in general from what I've seen through my bone viewer, they are not even named.

    tbh, modeling in blender is way easier for me. I never did get it right using biped with teh envelope editing. But that's my preference. I want this to be cross platform compatible in the end.

    I just looked into something and may add this or model the program after it. Unity uses the FBX Exporter to take a file and export it into FBX. So any file like a max, blender or even maya scene would be able to make an fbx with it. Then its just a matter of converting the source to load FBX files. That's where the FBX SDK comes in to play.

    I said before I may abandon the ASE format due to almost no importers to be found around the net.

    Anyone want to lend a hand in helping me to this is more than welcome.

  6. #51
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Uh, I'd like to help, but what would you need me to do? I can do minor source edits (still learning C++) but I know nothing about modeling.

    The most extensive thing I've done, is create my own baruna system that's similar to ultimate weapons. They upgrade in the same way as ultimates, including working in safe upgrade up to +20 (without making other weapons go up that high), 5 jewel slots (at +8, +11, +14, +17, and +20), have slightly higher jewel bonuses than ultimates, and made the baruna shields elementable through safe upgrade.

  7. #52
    0xC0FFEE spikensbror is offline
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    Re: Model Utilities

    NPCs don't need bone naming since they do not walk around/animate outside of their static animation routes.

  8. #53
    Not working on UnitedFlyf Mootie is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    I said before I may abandon the ASE format due to almost no importers to be found around the net.
    Cough... There's an importer with source in the 3DS Max SDK...

  9. #54
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    bip wouldn't work for the mobs. It works for players and possibly the NPCs but in general from what I've seen through my bone viewer, they are not even named.

    tbh, modeling in blender is way easier for me. I never did get it right using biped with teh envelope editing. But that's my preference. I want this to be cross platform compatible in the end.

    I just looked into something and may add this or model the program after it. Unity uses the FBX Exporter to take a file and export it into FBX. So any file like a max, blender or even maya scene would be able to make an fbx with it. Then its just a matter of converting the source to load FBX files. That's where the FBX SDK comes in to play.

    I said before I may abandon the ASE format due to almost no importers to be found around the net.

    Anyone want to lend a hand in helping me to this is more than welcome.
    the bone / bip names are in the .chr file.. thought that you maybe tried to find the names in the .ani or .o3d file :p

    & Shadow dragon, I first though that biped & bones were different when adding it into the model because, well.. they look different to start with lol.. well doesnt matter anyway I guess

  10. #55
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Quote Originally Posted by xLethal View Post
    Cough... There's an importer with source in the 3DS Max SDK...
    Need a riccola bro? I know the SDK has the importer but I do not own a copy of Max.

    Quote Originally Posted by wakazaki View Post
    the bone / bip names are in the .chr file.. thought that you maybe tried to find the names in the .ani or .o3d file :p

    & Shadow dragon, I first though that biped & bones were different when adding it into the model because, well.. they look different to start with lol.. well doesnt matter anyway I guess
    No, my bone viewer works with .chr so I know that they don't use bone names for mobs, only players and NPCs. The o3d doesn't have bones. The ani is the animation file for the bone file which is tied into the o3d.

  11. #56
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    Need a riccola bro? I know the SDK has the importer but I do not own a copy of Max.



    No, my bone viewer works with .chr so I know that they don't use bone names for mobs, only players and NPCs. The o3d doesn't have bones. The ani is the animation file for the bone file which is tied into the o3d.
    What are you talking about o.o .chr files use bone names for monsters too, how ya think they make the .lua sfx script work with the monsters?

    Like Aibatt for example..
    If I open the .chr file I can find bone01 To 15.. Does not exacly say where the bones are placed, but you get to know what the bones are named atleast..

    Lawolf:
    Bip01
    Bip01 Pelvis
    Bip01 Spine
    Bip01 L Thigh
    Bip01 R Calf
    Bip01 Spine1

    and so on, and so on ...

  12. #57
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Quote Originally Posted by spikensbror View Post
    NPCs don't need bone naming since they do not walk around/animate outside of their static animation routes.
    that's a good point, unless you want to make NPCs able to move =P

  13. #58
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Quote Originally Posted by wakazaki View Post
    What are you talking about o.o .chr files use bone names for monsters too, how ya think they make the .lua sfx script work with the monsters?

    Like Aibatt for example..
    If I open the .chr file I can find bone01 To 15.. Does not exacly say where the bones are placed, but you get to know what the bones are named atleast..

    Lawolf:
    Bip01
    Bip01 Pelvis
    Bip01 Spine
    Bip01 L Thigh
    Bip01 R Calf
    Bip01 Spine1

    and so on, and so on ...
    What do you think the Trans Matrices are for? They hold everything needed to position and show where the rotations are. The bones used are in Octahedral/Polyhedral style. Although I don't see why the Trans Matrix need an Inverted one as well. Never came across that in my experience with it and many people I talk to who are 3d modelers/developers say they've never heard of such a thing.

    I said they almost never named the bones, some as you point out are named as they use the biped for a dog. Its one of the settings. I haven't gone through every single mob so I can't be for certain but I believe the ones resembling humans, dogs, and horses (if any) use the biped modifier. The rest are just bones.

    I don't know this for certain but a lot of matrices are just holders for position, rotation, scale, etc.

    Quote Originally Posted by ShadowDragon42 View Post
    that's a good point, unless you want to make NPCs able to move =P
    Moving NPCs you say? Perhaps it can happen.

  14. #59
    0xC0FFEE spikensbror is offline
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    Re: Model Utilities

    Moving NPCs would not only be hugely unneccessary, it would add a bit more load on the server which is just stupid in my opinion.
    AI code should be reserved for those mobs that actually need it and not static npcs..

  15. #60
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    You never play WoW? making an NPC walk a path has very little load on a server. This is just another example of how shitty the code is written. The LOD system needs majorly overhauled then if that is just the case.

    I think instead of people bitching how things won't work given the current state of the server files, you should start thinking of why it won't work and change it to compensate for future things later on. There is obviously something very wrong if an NPC cannot walk without loading down the server.

    btw, someone sent me the Max 9 SDK so I'm looking into the ASE import plugin for max.

    Most likely its going to go. (o3d,chr,ani) -> ASE -> Export FBX or I just might import the file directly into max. Haven't decided yet.
    Last edited by GlaphanKing; 11-11-11 at 04:24 PM.



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