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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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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 7:14 pm Post subject: |
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Fillerthefreak wrote: | 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. |
That's great news.
Last edited by pavarini on Sat Sep 23, 2017 3:16 pm; edited 1 time in total |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Tue Sep 19, 2017 7:54 pm Post subject: |
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Got it all right. Thank you! Now I can do things, I guess. _________________ 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 7:57 pm Post subject: |
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That's great, just to be clear, do you mean this blender plugin? http://blenderfbx.render.jp/ |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Tue Sep 19, 2017 8:00 pm Post subject: |
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Yeah, but that's a version for older Blender.
Someone made a port for modern Blender (Found it on DeviantArt, of all things). It works fine aside from issues with models default poses. But I found a work-around using "Write Obj frame" and converting it. Which I then use obj2an8 to convert to FXB, and then joined the Obj frame with the exported FBX skeleton from the rig.
Sadly, this is not working well with weapon models, but Guards work fine.
https://drive.google.com/file/d/0B_cBWJgWR929LVlJZlpoZi1BTHc/view
Found the Google drive version of the plugin for modern versions of Blender.
EDIT: Probably gonna try to make a custom model thing sooner or later for PD. _________________ 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 8:12 pm Post subject: |
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That's disappointing that it doesn't work with weapon models. As for a simple test, make a 20 frame animation of some translation+rotation and export as FBX. Providing the joint names are the same (TopJoint, 1, 2, 3, etc) they should import correctly. |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Tue Sep 19, 2017 8:24 pm Post subject: |
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https://drive.google.com/file/d/0B35Mvv4lRwMvbjBuVEZHVnVxbU0/view
Blender was having issues with importing the animation. But if it works, then I dunno.
Would BVH be better, then? (That is if the setup viewer supports it) _________________ 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 8:30 pm Post subject: |
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I'll check now.
Edit: It imports but the original values for the joints/translations seems messed up. Could you send me a FBX of just a t-pose without any animations? |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 19, 2017 8:55 pm Post subject: |
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The BVH file did not include the entire tree, and suffered the same issue as the FBX file. The coords themselves are not the same, here is a comparison.
The right file is a t-pose exported from the editor, and the left is your exported t-pose. |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Tue Sep 19, 2017 9:02 pm Post subject: |
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Oh, I THINK I might know what's going on.
The bones from the setup between programs probably works different for rotations. So exporting it pretty much changed how it was posed.
Then there's what axis is the up face. No idea if that affects this.
Does this help for reference? As it's the default bone position for Bone 9.
Edit: It's 1 Am here, so I'll work on trying this stuff out later _________________ 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 9:08 pm Post subject: |
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These are the defaults that Blender should match.
Okay, tomorrow then. |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Fri Sep 22, 2017 5:22 pm Post subject: |
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Is it possible to change the format of FBX on exporting with the editor?
As that might help me with animation imports, as Blender only supports FBX Binary, and the Bos FBX doesn't support animations.
EDIT: An8mator does show animations on export, I just need to find out how to convert it to a proper format.
Edit2: Found an An8 to SMD converter, going to try it out. _________________ 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: Fri Sep 22, 2017 6:34 pm Post subject: |
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No, it's coded to use 2014.1/6.1.0. You could try using an intermediate converter.
Last edited by pavarini on Sat Sep 23, 2017 3:16 pm; edited 1 time in total |
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Fri Sep 22, 2017 6:37 pm Post subject: |
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Edit:
Didn't notice that post. But yeah, I might have to.
For animations, this exporting from AN8 to SMD does give proper armatures, but not textures, and semi-glitchy animations.
There is a Milkshape 3D from an8 used by the same program. It's supports textures, but both are pretty wonky. (animations are in a worse state than SMD)
Just to note that even upon export from An8 using the setup editor, things like weapon positions are sorta displaced in An8mator itself. Had to redo the positions from scratch.
Either way, I think I might try to find other solutions, but I'm somewhat getting closer. _________________ This is a signature, why did you read this? |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Fri Oct 06, 2017 5:42 am Post subject: |
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BTW, the latest beta of the editor supports Collada DAE export now, so I guess you could try that. _________________ Playing old, low poly games since 2003 |
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