Model file formats
#26
Posté 17 novembre 2009 - 03:38
#27
Posté 17 novembre 2009 - 09:47
ChewyGumball wrote...
Been a bit busy with school, but I have managed to get msh files to compile. Apparently, GraphicsProcessorMSH will compile mmh files unless the option mmdtogff is used, in which case it will compile msh files as well.
EDIT: Making a converter from some file formats to the required msh format doesn't really seem too hard. I just have to find the time to do it![]()
This still doesn't work for me. I've been writing a MSH exporter from 3ds Max, and even with that -mmdtogff option the GraphicsProcessorMSH won't successfully process the results. It also won't successfully process the xmls that Adinos put up. I'm not sure what I'm doing wrong here. MMH xmls get compiled fine, but I was hoping to get the much simpler MSH export working first.
Is the MSH format obsolete perhaps, and the MMH is the only one we are supposed to be using? Or could the GraphicsProcessorMSH just be broken?
Modifié par Fizil, 17 novembre 2009 - 09:54 .
#28
Posté 17 novembre 2009 - 10:00
#29
Posté 17 novembre 2009 - 10:08
ChewyGumball wrote...
No, mmh and msh serve different purposes. MSH files store data like vertex positions and texture coords while mmh files store things like which textures are used, bone structures, and things not related to the 3d representation of the model.
That is what I gathered from looking at the xmls, but given the size of the MMH schema I thought I might have missed something. I'm just baffled as to why these MSH's won't compile for me.
Oh well, I am pretty damn sure now that my exporter is pushing my 3ds max meshes into the MSH xml format correctly since if I try to emulate some of the models we have the source msh's for I get similar output. So I guess I'll begin the arduous process of working out the MMH schema. Most of it should just be metadata I have to tag my models with custom attributes for.
#30
Posté 17 novembre 2009 - 11:56
And no, I have no idea why .... but when I discovered this, it delayed my model browser by a week, as I had to go back and redesign significant parts of it.
#31
Posté 18 novembre 2009 - 12:43
Many thanks.
#32
Posté 18 novembre 2009 - 02:30
Modifié par ChewyGumball, 18 novembre 2009 - 02:31 .
#33
Posté 18 novembre 2009 - 03:01
#34
Posté 19 novembre 2009 - 12:02
#35
Posté 20 novembre 2009 - 12:20
However, I guess we are able with Tazpn’s command tools to extract them correctly from game archives.
Are ani files also available in Tools Set friendly XML format?
I am not a programmer and have no clue what can be done with “not standard” formats.
As far as I understand the situation on the Forum with skinned (bone vertex weights) meshes and base skeletons for PC/NPC we are facing serious problems with proposed for temporary export FBX format.
What would be really very helpful is a release of few examples in .max format (I guess Max8 was used for modeling/animation of game asserts) and/or .fig files for main PC/NPC skeletons in case CS bipeds were used for their animation/skinning. This is a relatively common practice: such very helpful for animators and mesh modelers Max examples and modeling/animation templates were released by game developers for NWN2, Freedom Force, Unreal Tournament, Morrowind, CivIV and other games.
IMHO even a crippled (without third party features) 3ds Max exporter for any Max version(s) would be very helpful for DA:O modding community. It is better to have something than to have nothing.
Thank you for the support and willing to help.
#36
Posté 20 novembre 2009 - 12:21
Modifié par A1x2e3l, 20 novembre 2009 - 12:22 .
#37
Posté 20 novembre 2009 - 12:52
That would be awesome. The base male/female models/rigs in .max format for Unreal 3 made it a breeze to build models and rig them. I would love to see something like that in this case.A1x2e3l wrote...
What would be really very helpful is a release of few examples in .max format (I guess Max8 was used for modeling/animation of game asserts) and/or .fig files for main PC/NPC skeletons in case CS bipeds were used for their animation/skinning. This is a relatively common practice: such very helpful for animators and mesh modelers Max examples and modeling/animation templates were released by game developers for NWN2, Freedom Force, Unreal Tournament, Morrowind, CivIV and other games.
It would be nice. Unlikely.. but very nice. It'd be great to get a response from bioware on this matter and whether a crippled exporter release is even being considered.IMHO even a crippled (without third party features) 3ds Max exporter
for any Max version(s) would be very helpful for DA:O modding
community. It is better to have something than to have nothing.
#38
Posté 20 novembre 2009 - 12:52
#39
Posté 20 novembre 2009 - 01:06
worst case scenario: Max XML exporter was created by the third party or it is
very difficult to “separate” their property.
Probaly, the most difficult part would be to recreate
correct skeletons that will fit game animations.
#40
Posté 20 novembre 2009 - 01:55
#41
Posté 20 novembre 2009 - 02:34
I do believe tzpan's exporter exports skeletons.
Ja, I hope that it does that correctly (bone size, etc.). I problems with skin inport.
CS biped was not used by developers, it is a custom rig.
Modifié par A1x2e3l, 20 novembre 2009 - 02:44 .
#42
Posté 20 novembre 2009 - 03:22
Looks like he dropped support for max 8. I may still have an installer around for that.
Modifié par tazpn, 20 novembre 2009 - 04:34 .
#43
Posté 20 novembre 2009 - 03:24
#44
Posté 20 novembre 2009 - 04:11
Regarding puppet shop, I think Bioware used puppet shop in the development of Dragon age. The bone structure matches pretty well and there is a big "Special Thanks to: Bioware Corp" on the front panel. When you create a puppet. Now does the default human match exactly is the real question. And further if they used puppet shop might we beg the developers for the XMP files they used (at least the humanoids).
If I really tried I might match the XMP file format with the MMH but I think I've already got too much on my plate to finish as it is.
Oh yeah I dont have a max 8 version either, the first free version is max 9.
#45
Posté 20 novembre 2009 - 04:19
figure out what units it uses for bone lengths (I have tried it in the past
with Max2010), and we need an exact copy of game skeleton in PuppetShop. I can
rig by myself but I do not like to animate rigs, and prefer CS biped (I biped
has many serious problems and limitations, but I like it).
#46
Posté 24 novembre 2009 - 07:31





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