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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 3:21 pm Post subject: How would one use the setup editor to export a rigged model? |
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As I was thinking of making a Perfect Dark swep pack for Gmod, and I was wondering if it was possible to retain the original animations and bones from P models into a editing software like Blender.
Is this possible in the current build of the editor? _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 3:45 pm Post subject: |
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You have to use a software package that supports FBX import. I have not tried recent builds, but last time Blender was unable to import the FBX files (2014.1) containing animations. You may be able to import the rigs themselves. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 3:59 pm Post subject: |
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I have, but they resulted in grouped empties instead of bones.
I had to use the GE_Obj to FBX conversion tool you made. As Autodesk is picky with having FBX importing in other softwares. So they make others toned down compared to the ones included in their tools.
I did try to export from FBX-to-DAE, but Blender didn't import it.
BVH is also support by Blender, but I have not tried it. No idea about An8 format. I assume a plugin does exist for that. _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 4:07 pm Post subject: |
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I think BVH import is still broken, I've reported the bug report but it is still awaiting review for the fix. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 4:29 pm Post subject: |
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I've used Ain8mtor to export as An8 and see how it works.
The model does import right with bones, but it seems the armature doesn't export into Blender with An8-to-3DS
DXF just refuses to import, so I'm all out of ideas for this, as non of the FBX models refuse to load unless it's empties instead of bones.
So I'm stumped with this. As Blender just refuses to import with armatures.
I may not using the options for your tools for exports with armatures or something.
Edit: I've now assumed that is this impossible to do. As I've tried everything I can. _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 4:50 pm Post subject: |
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I haven't tried them, but it may be possible to export the models using 3ds max with wunderboy's tools. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 5:03 pm Post subject: |
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Interestingly, the PD models when exported to FBX just flat-out crash the FBX converter when in the viewer.
I may try to install the latest version of Blender, since I've sorta been lazy to re-install. _________________ This is a signature, why did you read this? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 5:19 pm Post subject: |
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Updating Blender did nothing.
I may try to find a am8 addon. And after that, I'll give up.
Edit: There seems to be something wrong with how GE_OBJ is exported on the setup editor. This is viewed in a free FBX viewer. This may explain why Blender was picky with the DAEs?
As here's a model from Banjo's Backpack exported to GE_OBJ, and converted to FBX with your OBJ2an8 tool, and one from the setup editor.
 _________________ This is a signature, why did you read this?
Last edited by Fillerthefreak on Tue Sep 19, 2017 5:29 pm; edited 1 time in total |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 5:29 pm Post subject: |
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Sorry to hear so, the only software me and SubDrag have used to properly test FBX export is 3ds max and XSI, both which are Autodesk owned. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 5:46 pm Post subject: |
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The closest thing is AN8, but there seems to be rigging issues in An8mator. _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 5:51 pm Post subject: |
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That looks normal, here it is imported in XSI.
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 6:12 pm Post subject: |
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What's the settings you use for FBX export on Obj2an8?
As I think I'm just setting this up wrong than actually it just not working. _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 6:17 pm Post subject: |
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In the animation editor, I click the export rig button. You can choose the filetype in the file explorer. Just make sure you've updated all the files required for the editor (thread). |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 6:24 pm Post subject: |
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No wonder. I didn't use the animation viewer, but the model editor.
I'll try it so on a minute or so. _________________ This is a signature, why did you read this? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Sep 19, 2017 6:43 pm Post subject: |
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Used the animation editor rig. Got the same results.
EDIT: The Bos FBX plugin did it! The only thing I need to do is re-move the pump and muzzle flash. _________________ This is a signature, why did you read this?
Last edited by Fillerthefreak on Tue Sep 19, 2017 6:49 pm; edited 2 times in total |
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