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converting obj files to the mmh format?


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#1
ngen

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Has anyone solved this yet?
I have a bunch of models I want to test out in-game.

Modifié par ngen, 18 novembre 2009 - 02:50 .


#2
tazpn

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Sort of but I haven't released it yet. May release a beta this evening. I've got enough done someone could probably convert static placeable models but not skinned yet and of course your not doing skinned with obj files. I'm sure a lot more needs to be tweaked before it works well in game. Also not doing material definitions and may only do minimal materials if I do go that far since they are fairly complex and look like a lot of tweaking by hand may be necessary.

#3
Adinos

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Still things are moving along. Animated models will take a bit longer, and models with cloth meshes are an absolute pain ... tazpn - have you looked at them at all?

#4
ngen

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what I have to test is the female model, reskinned. I've sort of tried to keep the original dds texture and worked with that over the converted mmh file.



In the convertion back to obj, can you make it so it keeps the original dds refference for now?

I can set a new path in max if necessary, but it may root out problems if it just keeps the link from when it was originally an mmh file.

#5
ngen

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if we could start out getting it to work with existing models that has been converted to obj (or the likes). It would help a lot in reskinning and modeling armor and so on.

Modifié par ngen, 18 novembre 2009 - 03:45 .


#6
ngen

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I wonder why BW cant support with this, when they released the toolset? I have several things I want to test in-game damnit!





...maybe its a licensed plugin created for BW by someone else.

#7
tazpn

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Adinos wrote...

Still things are moving along. Animated
models will take a bit longer, and models with cloth meshes are an
absolute pain ... tazpn - have you looked at them at all?

No haven't looked at them like you have.  Which ones are cloth meshes?

They indicated licensing problems. If you are trying to do armor and body mods then OBJ is the wrong format to use. It will not be supported because it loses a very substantial part of the mesh which is the vertex weights to the skeleton. Swords or rocks can probably be tweaked.

Probably one be exporting material objects initially. You will need to reuse existing ones or create a new ones by hand. The Key that links them will be the Material name (not the texture name).

Modifié par tazpn, 19 novembre 2009 - 02:29 .


#8
Adinos

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[quote]tazpn wrote...
 No haven't looked at them like you have.  Which ones are cloth meshes?
/quote]

prp_markettent01,  plc_goldflag01, and most of those with "banner" in the name.   They have a nclt structure, and some of the data there is....well, problematic.   I decided I am not going to export/import anything with cloth meshes.   Retexturing will have to do.

#9
ablaine

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I wish it was as easy to bring custom character models into this engine as it is in unreal 3. :/



Nice work though Adinos & Tazpn.. Looking forward to a working import tool.

#10
ngen

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tazpn wrote...
They indicated licensing problems. If you are trying to do armor and body mods then OBJ is the wrong format to use. It will not be supported because it loses a very substantial part of the mesh which is the vertex weights to the skeleton. Swords or rocks can probably be tweaked.


I did the model in FBX as well. To keep the integrity of the skeleton...

But Im at a loss here... My problem now is that everytime I re-export the edited model it will screw up the structure of skeleton.

Never really seen anything like this - I've only made some very simple changes that shouldnt affect anything on the skeleton.

Original
Image IPB

Edited
Image IPB



I might have to abandon remoddeling of characters and dynamic objects until we either get some help from BW or get a lot further in this conversion process.

And since Im usually just the guy who creates pretty things and then more intelligent people takes over when the real work is to be done - I wouldnt know at all how to help with the programming of a plug-in :ph34r:

Modifié par ngen, 19 novembre 2009 - 09:41 .


#11
lazytopaz

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Been looking around, reading stuff, and thinking. And more i think about it the more i like the whole idea. I am thinking bout making Chaos Chosen (i.e. Warhammer universe chaos warrior) suit of armour, and/or weaponry. Now only an idea but im willing to spend my time on it. Is it possible to import newly modelled (erm might have spelled smth wrong dere), textured to the game/editor and then make it as a mod? :P

#12
tazpn

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The FBX importer sucks with regards to the skeleton. There is an option to use Bones instead of Dummy objects and that is recommended. However it is just about as moronic in terms of rendering as they have bad defaults for bone sizes and the settings in the import dialog don't seem to do anything. You just need to go in and always replace the object with the links. Kind of a pain and that is why I will eventually finish my 3ds importer just to have better skeletons on import.



Structurally, I'm not sure there is a problem with the skeleton. But it still needs some work.

#13
lazytopaz

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different approach on the matter maybe.

if you export with all the bones, animation, physics and whotnots for example i want to make chaos chosen suit of armour. so its gonna be big, full plate, thick and bulky. so export for example juggernaunt armor set pieces, or dlc armor piece (any full plate heavy, big looking suit of armour you can think of) and just work on that? modify exported mesh to the new look, rename and zipp it as a mod or as a replacement to change the look of the existing pieces of armour? wouldnt it retain its bones, etc ? if it would then from logical point of view it would just require to change few data as item ID? name, is it unique or not etc dazip and there you go a mod based off exisitng, working stuff. would like to know if this theory would be proven right or wrong...



p.s. i was searching for official modeling import/export tools. those are yet to be released. not stated when or i havent found the date but i presume not too soon.

#14
A1x2e3l

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Ngen, what files (names) have you used for these imports? I would also like to check them in Max and XSI mod tool.

I had also problems with FBX export/import in the past: zillions of different FBX versions, it adds “additional” bones/nodes, “simplifies” vertex skin weights, triangulates a mesh in a badly predictable way, creates normals problems, etc.

Thank you.


#15
ngen

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A1x2e3l wrote...

Ngen, what files (names) have you used for these imports? I would also like to check them in Max and XSI mod tool.
I had also problems with FBX export/import in the past: zillions of different FBX versions, it adds “additional” bones/nodes, “simplifies” vertex skin weights, triangulates a mesh in a badly predictable way, creates normals problems, etc.
Thank you.


its the hf_arm_nuda_0d.mmh converted to fbx with Tazpn's command tool, imported into Max 2010. Made a few polygon changes and then exported back out to fbx. Nothing that should make such a mess out of the skeleton (that I know of anyway).