tested on win 7 using Max 2012 64x results were the same as the others stated before me, I checked 4 movers and 4 weapons.
So will this export directly to o3d when it's complete?
tested on win 7 using Max 2012 64x results were the same as the others stated before me, I checked 4 movers and 4 weapons.
So will this export directly to o3d when it's complete?
I'm using 3ds Max Design 2012 x64 and I'm getting similar issues.
When I try Import All and pick ANYTHING, nothing happens. Right after, if I try to open up anything else, I get the same errors the other have been having.
Here's a new one though. I got this after trying to import the O3D of Item_AngelBlue.o3d
Screenshot by Lightshot
Oh yeah, almost forgot. The object direction is completely wrong. When opening the O3D for Clockwork, in order to look at its face, I have to rotate around til I'm looking at the 'bottom' according to 3ds and the 'back' is at the top of the screen.
Last edited by ShadowDragon; 27-11-11 at 12:41 AM.
The export buttons do not work. Just for layout purposes. They will in the future. so don't worry. The rotation thing is a small issue that will be fixed upon release. Max and Flyff have different way of displaying things. Nothing to worry about.
I'm working on the bones as we speak. They import but give some interesting bugs that need to be worked on before testing.
Oh and the whole scaling issue is a max thing. just zoom in. If you scale it up and export it you will have big problems in game. I did that with the old o3dexporter before.
I want to point out what everything does. Seems to be working across all versions from 7 to 2012 which is good.
O3D: Imports the mesh data to display the model.
Bones: (almost finished) Imports the bone file and creates the bones for the model. Also attaches either the physique or the skin modifier to the model/bone for animation.
Ani: (unfinished) Imports the animation to be used for playback.
Import All (unfinished): This will just import both the mesh and bones together. I may add another box for a specific animation but I haven't decided yet.
Export Buttons
Original(unfinished): Exports the model, bone and animation back whence it came with any modifications done to it. Original means it keeps the format the same (o3d,chr,ani)
Custom(unfinished): Can export to FBX, Collada, Obj, 3DS, Max Scene, etc.
Last edited by GlaphanKing; 27-11-11 at 07:50 AM.
which is why giants are clones of the original model (i.e. giant aibat -> aibat scaled up)
yeah, that's true. but modeling would be a lot more intuitive if it would just show correctly in the modeling program to begin with lol so you don't have to adjust it in-game
i don't see the problem all 3d programs have a zoom and/or scale function.
FYI: When a big is detected in a script, it stops running. That includes panels and such made by said script.
The models are loading at the size they are in the file. Yes, they're tiny. While it's fine for viewing and such, it can be a pain to work with at such a small scale, so sizing it up would not be a bad idea.
Also, the direction is also fine. This will probably blow most of your minds but FlyFF uses Y as an up vector and 3D Studio uses Z as an up vector. Simply switching the two when loading the model will screw up the model, by the way.
Some meshes have external bones, some have internal bones, some meshes share bones, others have no bones at all. It's more of a pain in the ass than you think :I
one of the things I've noticed was the male and female bones have bones set aside for the cloak. this is what I disagree with because you should just add a cloth modifier so it flows like normal. That would elimate a few bones as well.
This game is bone crazy imho. All the more reason to update the game.