Model Utilities

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  1. #106
    Unity Developer SirTwistedStorm is offline
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    Re: Model Utilities

    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?
    Attached Thumbnails Attached Thumbnails glaphimport.png  

  2. #107
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    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.

  3. #108
    Unity Developer SirTwistedStorm is offline
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    Re: Model Utilities

    Quote Originally Posted by ShadowDragon42 View Post
    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.
    my direction is off as well i can't see any model completely from the front without rotating it a few times even then its abit off

  4. #109
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    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.

  5. #110
    Ace of Hearts Reimniess is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    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.
    if you read mdlDyna.inc people will understand why they are so small most models are scaled up in game i.e. Clockwork

  6. #111
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    which is why giants are clones of the original model (i.e. giant aibat -> aibat scaled up)

  7. #112
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    which is why giants are clones of the original model (i.e. giant aibat -> aibat scaled up)
    If I'm not mistaken, he's saying you should have your maxscript read from mdlDyna.inc to determine how big to make the models.

  8. #113
    Unity Developer SirTwistedStorm is offline
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    Re: Model Utilities

    Quote Originally Posted by ShadowDragon42 View Post
    If I'm not mistaken, he's saying you should have your maxscript read from mdlDyna.inc to determine how big to make the models.
    You are mistaken, what they meant was if some one had looked closely at mdlDyna.inc they would know that it dictates the actual size of models rendered inside the game.

  9. #114
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    Quote Originally Posted by 420twisted1 View Post
    You are mistaken, what they meant was if some one had looked closely at mdlDyna.inc they would know that it dictates the actual size of models rendered inside the game.
    What ^ said..

    By the way, does not matter if the model appears "Small" when opening it with max... You can always change the size in mdldyna afterwards anyway

  10. #115
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    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

  11. #116
    Enthusiast happyfail is offline
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    Re: Model Utilities

    i don't see the problem all 3d programs have a zoom and/or scale function.

  12. #117
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Quote Originally Posted by happyfail View Post
    i don't see the problem all 3d programs have a zoom and/or scale function.
    idk, just personal preference I guess

  13. #118
    Member Addi is offline
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    Re: Model Utilities

    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.

    Quote Originally Posted by kolelolx View Post
    I noticed you had the mesh import and the bone import separate, in the future you may want to just combine them.
    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

  14. #119
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    Quote Originally Posted by Addi View Post
    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
    Could not agree more on this one, Adding up those buttons into one would pretty much give the user less options then to only edit monsters/ npc's haha.. That would greatly suck

  15. #120
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    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.



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