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GoldenEye Setup Editor Feature Requests List/Bugs
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PeeMoldy
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Joined: 30 Nov 2023
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 PostPosted: Sun Dec 17, 2023 1:47 am    Post subject: Reply with quote Back to top

SubDrag wrote:
No, I have no plans to support anything decompile related. My only suggestion was for people to write additional convertor tools relating to editor outputs or inputs.


Ah I see, well that's OK, PerfectGold will always be legendary and I think there will be a decomp/PC Port editor soon after GE gets decomped and ported.
 
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dariusu
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Joined: 19 Jan 2024
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 PostPosted: Fri Jan 19, 2024 9:24 am    Post subject: Reply with quote Back to top

Is this thread the appropriate place to ask questions about Obj2An8? I have been using it to get some model and animation data into Anim8or and I am having an issue with scaling the output.

I installed Goldeneye Setup Editor 4.3 and the FBX support as detailed on the GitHub page. I have a model with animations in Blender (v3.6). I export it to .fbx with file>export>FBX and then use ObjToAn8.exe to export to .an8.

When I open the file in Anim8or, the object (mesh) is a little strange looking. It is folded in on itself, but sequences (animations) look great. They are oriented correctly and the meshes look perfect and the animations look perfect. The only issue with the animations is that they are locked to the root bone, but that is an easy fix if I have to correct that manually.

My big issue is that the mesh and armature are tiny. Smaller than the default root bone size in Anim8or. I tried changing the export size of the .fbx, and when I re-import a .fbx that I exported at x10 size, it is huge in blender, but exactly the same size in Anim8or. If I export to .an8 in ObjToAn8.exe with the "Scale Vertices" increased, the object (mesh) comes out bigger, but the figure (armature) is still small and the mesh is warped due to the bone weights I guess.

Does anyone have any experience with converting .fbx files to .an8 and had similar issues?
 
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Trevor
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Joined: 15 Jan 2010
Posts: 926
Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Tue Jan 23, 2024 4:13 am    Post subject: Reply with quote Back to top

I use an8, but I dont use blender and have never transfered between them.
Going from GE to An8 usually works great for me.

Trev
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Jonaeru
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Joined: 19 Jan 2013
Posts: 232
Location: Japan

 PostPosted: Fri Feb 09, 2024 11:18 pm    Post subject: Reply with quote Back to top

Is it possible to display the values of the following headers in the animation editor of the PD editor?
bytesperframe, headerlen, framelen

I could check numframes and flags.
These are useful for creating mods for PC ports.
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SubDrag
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Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sat Feb 10, 2024 10:28 am    Post subject: Reply with quote Back to top

Jonaeru wrote:
Is it possible to display the values of the following headers in the animation editor of the PD editor?
bytesperframe, headerlen, framelen

I could check numframes and flags.
These are useful for creating mods for PC ports.


Aren't bytesperframe and framelen the same?
I'm assuming just numberKeyframeBytes and numberInitialPositionBytes (header length). The other one, numberInitialPositionBitsPerEntry, I just set to 0xC every import so you can assume it's that for any new import.

Added showing them to beta.
 
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Jonaeru
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 PostPosted: Sat Feb 10, 2024 9:19 pm    Post subject: Reply with quote Back to top

Sorry, that is correct.
Thank you so much!
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