Model Utilities

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OK. guys, I'm going to let you test out my importer into Max. I believe it works with all versions from 9 on but I haven't tested. It was made in Max 2011 x64 but I don't think it makes a difference.

Flyff Model Importer v0.01b

Please report any bugs you get including any and all errors. Screens will be nice but not necessary.

I've tested it on almost every mover, npc without error but it's still early.

Anyone who tests the script and reports back with proof will receive credit as a tester.
 
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So, I have tested it, the o3d import works, thought the models is small, really small.. same size as it is ingame most likely..



Importing Bones does not work, tested with Aibatt, Hernek giant (picture above) and prankster
this is the error I get.



When that error appear, everything is unclickable.

Oh, and I use Max 2010 x64

Importing .Ani files does not seem to give anything either, no error, no changes..

uhm, lets see, what bugs did I find..

If you click on "o3d" or "Import all" and cancel I get this error

and everything is yet again unclickable :p

Hope it helps
 
The export options dont seem to work and import all as well , but no errors are showing up for that , and the size of the models is about 1/10th of the original size that it should be
 
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Very, very nice. Like others have said, bone importing doesn't work, and exporting doesn't seem to work either. I noticed you had the mesh import and the bone import separate, in the future you may want to just combine them. Also, I was a bit confused with the exporters. Is the "Export Original" function just to export the original file with no edits or...? Seems kind of pointless to me.

GlaphanKing - Model Utilities - RaGEZONE Forums

I tested multiple models, and they all worked, but they do seem pretty small o; Not really a problem though.
 

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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


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.
 
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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


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
 
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.
 
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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
 
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 :ott1:
 
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.

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
 
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 :laugh:
 
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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