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#1
ChickenDownUnder

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So I'm lazy.

Before I delve into Custom Content Land, does the toolset support custom character/armor/whatever models from Maya? Max? How about animations?

Plz say Maya. Maya likes me more. I hate splines, nurbs ftw.

Modifié par ChickenDownUnder, 07 décembre 2009 - 11:17 .


#2
EJ42

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No.

#3
ChickenDownUnder

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The love. :(

#4
ChewyGumball

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EJ42 wrote...

No.

Wrong.
I have a script for max export, tzpan has a tool for a general .fbx import.

#5
ChickenDownUnder

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Awesome.

Time for me to hunt down where you posted the script. And pray that unwrapping objects isn't as frustrating in Max as I remember it being.

#6
ChewyGumball

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I have a project for it, you can find it from my profile. You don't have to unwrap it in max, just use a transition format that saves uv coordinates.

#7
EJ42

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ChewyGumball wrote...

EJ42 wrote...

No.

Wrong.
I have a script for max export, tzpan has a tool for a general .fbx import.

That's great that you created a script to do that, since the toolset does not support Maya models.

I answered the OP's question directly.

Modifié par EJ42, 08 décembre 2009 - 03:21 .


#8
ChewyGumball

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You mean it does not support the file format maya normally stores models in. The models you make in maya are, indeed, supported by the toolset if you export them in the right format. Quite a difference, and thankfully you were wrong.

#9
Twitchmonkey

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Great work, nice to see something has been created with Max in mind. Has anyone perchance gotten around to posting a workflow? Hopefully I can get my model converted using your tool, and maybe I can successfully get it converted, and possibly I can get the model added to the toolset, but something tells me something is going to get screwed up along the way.

#10
ChewyGumball

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the selecta has written a tutorial about importing custom models, the only difference is that you use my script to export to the xml files instead of using tzpan's tools.

#11
Twitchmonkey

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Ah, great. For anyone that's curious, that thread is here:



http://social.biowar.../index/320619/1

#12
A1x2e3l

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I am not that optimistic: may be few of “whatever” model
types are working (to some extend) at the moment. But “character/armor” skinned
models are definitely NOT: I tried both fbx (Max, XSI) or Collada (even worse
than fbx) and your max scripts (Max). My negative results you can see on the
mentioned above thread, they were left without any comments. I do not know any game
engine that uses directly “endogenous” Max or Maya formats:
http://www.devmaster.net/engines/
If you are not going to program Maya export plugin for the
“right format” yourself there is only one option – use fbx format. To my
knowledge fbx “behaves” very differently in different programs. I am very
curious how that will work in Maya.
However, Blender guys ( specifically NewByPower) were really
successful in programming “Blender specific” importer/exporter scripts: in-game
results you can check right now (Natural Bodies mod), plugins are going to be
released.
:unsure:

Modifié par A1x2e3l, 09 décembre 2009 - 12:58 .


#13
EJ42

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ChewyGumball wrote...

You mean it does not support the file format maya normally stores models in. The models you make in maya are, indeed, supported by the toolset if you export them in the right format. Quite a difference, and thankfully you were wrong.

No.  I was not wrong.  I actually answered the OP's question better than you did, but you can feel free to continue going on about how it's possible to convert (poorly at the moment) some form of output from Maya into the game.  That's not what the OP asked, though.

The OP asked if the toolset supported Maya models, and it does not.  You need to use third-party scripts and other tools to shoehorn your work into the game, and it's not perfect yet.

Had I said, "Yes," then I would have been giving the OP false hope that he/she should expect the toolset to work seamlessly with his/her work in Maya.

You chose to point the OP to the scripts that can be used to convert various 3D works.  That's fine.  It still didn't affect the accuracy of my answer.

#14
ChewyGumball

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As the OP did not ask whether the toolset worked seamlessly with maya or max, only if it supported custom content from them, I would have to disagree with you again. The abstraction between a model and a file which represents a model might be tough to grasp, but it is still there, and it is this point you seem to be arguing, not whether you can get models from maya into the toolset. His question was whether the toolset supported custom models, and whether you could get those models from maya/max. The answer to this is yes, not no.

Also, A1x2e3l, I am a bit busy with the end of semester work, however classes end tomorrow and I intend to go over what you did myself and see what the problem was. I can't tell if its the script or not from your description, but its quite possible it is.

Modifié par ChewyGumball, 09 décembre 2009 - 01:30 .


#15
A1x2e3l

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I think that we understand each other very well, but are
using different words and expressing different emotions (tools creators are
optimistic, frustrated by the absence of official exporters modders-users are
“angry”: I have no intention to hurt anybody in any way but I have never seen a
custom plugin with better exporting features support than the one released by
developers, reasons for that are very obvious). I hope that sooner or later
community programming gurus will find some working solutions. I am being a Max
user that is not that happy with fbx/collada formats especially interested in your,
ChewyGumball, great scripts. Potentially models created in Maya, Max, XSI,
Blender, etc can be used in DA:O (ToolSet is not a 3D modeler, game asserts
were created in Max8). So, the answer is “Yes”. The problem is that we do not
have these tools now or their functionality is significantly limited to very
“simple” models. In this sense the answer to the question about
clothes/body/armor models is “No”(at the moment). In case the answer would be
“Yes” the next question will be “How?” And for that we do not have robust
solution yet.

Please, take your time, classes/work are more important than
our hobbies, Tazpn is also taking a pause.
:)

Modifié par A1x2e3l, 09 décembre 2009 - 05:36 .