Model Utilities

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  1. #121
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Yeah, I agree with you there GlaphanKing

    And about 3DS, wtf? Z as an up vector? I've been learning DirectX programming and it said common practice was Y is up lol

    Then again. Although 3DS can be used for gaming purposes, it's not strictly gaming. That's probably why it's like that.

  2. #122
    Member Addi is offline
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    Re: Model Utilities

    There's no defined up vector, really. In 3D Studio, it's likely that they were thinking of viewing things looking straight down, which would make the Z vector being depth make sense. idunno.

    Bones are actually much, much, MUCH more efficient than cloth simulation, and it gives the animators more control over it than if the programmers had full control. I've always said FlyFF's team was entirely made up of artists.

    If you're thinking about converting em to cloth simulation, you should look into verlet integration. [Example] Have fun :I

  3. #123
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    just a little quick update. I'm going to start working on an actual plugin for Max written in C++. I've been doing a lot of research and I can get better access to everything using the Max 9 SDK. I'll still release the maxscript as well when its complete in case people have problems with compatibility and such but for the most part, I will be working on the plugin.

  4. #124
    Account Upgraded | Title Enabled! kolelolx is offline
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    Quote Originally Posted by caja View Post
    Elaborate please.
    Posted via Mobile Device
    HE NO LIKE IT /DERRRR

    On-Topic:

    I have a request/suggestion for the model viewer when you get to it... Maybe you could incorporate an easier way to rig cs/gear?
    Posted via Mobile Device

  5. #125
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    a way that NifTools does it for Fallout and Elder Scrolls is you import the skeleton along with the armor. I kind of want to incorporate that as well.

    I'm a little pissed right now because I found out that there are almost no functions or members for the Physique modifier. Do it manually sucks and I was told by some people who made plugins for Max that you need to write it in c++ with the sdk. The skin modifier works but the bones are starting to drive me nuts.

    Anyone with any maxscripting experience please pm me if you have solutions. If I don't find a solution soon I may look at just writing a plugin.

  6. #126
    Account Upgraded | Title Enabled! kolelolx is offline
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    Re: Model Utilities

    I don't know how much help I can be, but I've had some code shared with me before and would gladly give it to you.

  7. #127
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    OK. So here is where each thing stands.

    The Maxscript for the flyff Importer will import the mesh and bones. It will not set the skin or physique modifiers as of yet. The ani will import the animation and assign them to each bone accordingly with CRAZY results.

    I will release this for more testing but I will tell you right now that the animation is horrible and should not be used as it will screw up the bones. Your call on that one. I am looking for someone with animation experience with maxscript to lend some expertise on the subject. Until then, the script will be released as is.

    I have also begun work on a plugin using the SDK so I can get better access to some of the underlying code. Will post updates on that.

  8. #128
    Account Upgraded | Title Enabled! kolelolx is offline
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    Re: Model Utilities

    Nice progress, I hope everyone else can see how much the finished project will help the community.
    Posted via Mobile Device

  9. #129
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Here is another updated release with the unfinished buttons disabled including animation.

    FlyFF Importer v0.05b for 3ds Max

    This is what happens with animation. Haven't quite got it fixed yet.

  10. #130
    0xC0FFEE spikensbror is offline
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    Re: Model Utilities

    Bone calculation per frame is probably off, not my area of expertise though but just my thoughts.

  11. #131
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    From what I understand it has something to do with taking the rotation of the bone multiplied by the inverse of the parent rotation. I think I forgot to take that into account. Some friends over at Autodesk are giving me some advice here and there so hopefully I can work this out.

  12. #132
    Valued Member DarkOrka is offline
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    Re: Model Utilities

    i noticed if i start a new project with the importer open it stops working and have to reload it but no error shows up

  13. #133
    Ace of Hearts Reimniess is offline
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    Re: Model Utilities

    @DarkOrka well then don't do it o.o

    @GlaphanKing btw interesting to see you get this far GK keep up the great work

  14. #134
    Member Addi is offline
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    Re: Model Utilities

    Hah. I had that problem too when I first started playing around with animations. I would suggest studying up on how quaternions work and how they interact with bone chains, it's a bit odd, but makes sense once you get it.

    Quaternion = W, X, Y, Z.
    Unit quaternion = ||Q|| == 1
    Scalar = cos(theta/2)
    Vector = Axis * sin(theta/2)
    W = scalar, [X, Y, Z] = Vector.

  15. #135
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    OK. Let me see if I've got this right. Bear with me...

    I get the slerp of the current Rotation and the Next Rotation
    I get the Lerp of the current Translation and the Next Translation

    Then make a new Rotation Matrix and apply it to the keyframe.

    Am I on the right track?
    Last edited by GlaphanKing; 06-12-11 at 09:36 PM.



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