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Model file formats


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#26
Adinos

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Sorry about that....file should be visible now - I really with there was a way to set the default to "visible to everyone"


#27
Fizil

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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 :o 


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
ChewyGumball

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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.

#29
Fizil

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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
Adinos

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Just to complicate things a little bit - the MMH files can also contain meshes ... specifically, cloth meshes are stored in the MMH file, not the MSH file.



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
A1x2e3l

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And where are animations and skeleton bone structures?



Many thanks.


#32
ChewyGumball

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Animations are stored in a different file, the bones are stored in the mmh. See social.bioware.com/wiki/datoolset/index.php/ANI for animations

Modifié par ChewyGumball, 18 novembre 2009 - 02:31 .


#33
A1x2e3l

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Great! Thanks a lot!

#34
BryanDerksen

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I can provide some sample ani files too, if needed.

#35
A1x2e3l

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Oh! That would be great!

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
A1x2e3l

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Sorry, doubled post.
:unsure:

Modifié par A1x2e3l, 20 novembre 2009 - 12:22 .


#37
ablaine

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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.

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. 

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.

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. 

#38
ChewyGumball

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The .ani xml format is available on the wiki as linked above.

#39
A1x2e3l

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I made some wiki checks. I am afraid that we are facing the
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
ChewyGumball

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I do believe tzpan's exporter exports skeletons. His only problem is getting them to export again. If that is indeed the case, the only problem will be to get an exporter that exports bones properly, not recreating game skeletons.

#41
A1x2e3l

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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.

:blush:

Modifié par A1x2e3l, 20 novembre 2009 - 02:44 .


#42
tazpn

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You might try Lumonix's puppet shop (www.puppetshop.com) as its a really good tool. Almost as good as CAT and very similar. He has good support for animation and can convert the rig to a bone structure for better export. I tried to see if I could import into the structure but looks way too difficult.

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
waronmars

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would it be possible to import environment models using the tools currently available? like dungeon walls, floor, props etc?

#44
tazpn

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Its theoretically possible to import placeables with my tools but I've yet to do it myself so I would not hold out too much hope with the current tool configuration. I would say several weeks before its in a position for wider consumption as there is much to discover and decode.



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
A1x2e3l

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Ja, and PuppetShop is free. The problem is I was not able to
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).

:blink:

#46
ChewyGumball

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I have completed an early version of my exporter, visit the project page here : http://social.bioware.com/project/563/