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DA:O Model and Animation Importer/Exporter (for 3dsmax and gmax)


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#1
Eshme

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I would like to announce my new Project to all modders, a Dragon Age script , that imports all Models ,Animations. And exports Animation.

Link: http://social.biowar...m/project/2336/

Recent Version: 5.00

Features are:

-Model Import  (much much more than FBX can)
-Animation Import
-2 preset sceletons are already in the Script (Human Male, Elf Female) if you want to draft something quick.
-Scale option to work at reasonable sizes.
-handling multiple Models to allow for Sync Animations within 3dsmax or gmax
-New functions and fixes allow much more freedom, and things just work better from importer side

-Exports Models
-Export of metadata for lightmappable Models.
-Exports all Animation. Skeletal, placeables and everything
-Makes also GAD and Additive Animations on demand.
-Gmax export works with this for sure.
-No conversion hassle. Just export and its instantly available in the toolset. Even for gmax which cannot save lol!
-YAGG 3rd party tool included for gmax, thanks to the creator
-MAO export
-Material Editor

This is all you need to create spinoffs, new Animations, attach Meshes to animatable Characters etc.

I have found that the importer also reveals weaknesses and oddities, which make it easier to do all that than starting from scratch or using FBX import, or any other import that is.
One of that is what is a "reference skeleton" for Dragon age for animatable characters, which FBX cannot maintain.

Have fun everyone! :o

Modifié par Eshme, 16 juin 2010 - 01:23 .


#2
ladydesire

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Very nice news indeed.

#3
gordonbrown82

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what's a bone system?

#4
Eshme

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A 3d skeleton. Its the bone constellation of the models you can import. Some are bones, some helper nodes etcetc, and how they interact with each other.

#5
Dark_Ansem

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why don't you join forces with Chewygumball?

#6
BioSpirit

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I thought he/she was already working with Chewygumball. I suppose it's a good idea to combine efforts in tools development.

#7
Eshme

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I am, but he and i think it is good to have a seperate tool. Lastly it is an importer, and his is an exporter. Well i wouldnt prefer it otherwise anymore this thing grows huge . so many text now it gets hard to browse lol =D

#8
Eshme

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I have uploaded a new Version3.



New feature is import of complete Models ( not only skeletons) I hope that works!



This one is accompanied by a name change, so you may want to deinstall the old version if u dont want 2 things there.

#9
ChewyGumball

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Indeed, while it would be nice to mesh both tools into one, the source file would become ridiculous to manage. Also, this way, both of us can work on the separate parts at the same time without needing to consult each other for each change.




#10
Eshme

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I have uploaded a new Version4 to the project. This introduces various fixes, additions and so on. Try it out ^^

I hardly can list all this stuff, but i have found spots to improve everywhere. With Import now being pretty well overall, especially Animation. (This stuff is really hard)

You have more freedom now to manage your Models ,while it will still work. Multiple Models supported by Importer now.

Modifié par Eshme, 10 avril 2010 - 08:01 .


#11
Eshme

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I figure Chewy hasnt messaged already. The Import/Export is now compatible again ,that is without bypassing the bugs that happened in collision objects till now. So u shall grab the newest version of both.

Import
http://social.biowar...m/project/2336/

Export
http://social.bioware.com/project/563/

Note:
If you have been working on models, you should update the parametersets for the objects. Use the Importer with which you see whose parameters are outdated. You can update by readding them, and the old parameters are preserved.

Modifié par Eshme, 23 avril 2010 - 12:58 .


#12
Eshme

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I have updated the Animation Exporter ,it works completely different now.

GAD has been reworked (you cant believe how difficult that is?)

Plus support for multiple Models ,that you can import with the Importer. Also fully automatic keyframing, and whatnot. Throw the old version away i say!



Download here

http://social.biowar...m/project/2336/





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#13
Eshme

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I have uploaded a new Version ,with a Model export for GMAX. It hopefully all works, it also should support any 3ds Version but im not sure yet.
This is distinct from Chewy's Exporter, but only for the GMAx support.

Please be aware, no readme for model export. I will post some information in the discussion in the project page.

Features:
Animation Export from previous Version fully featured.
Model export MSH MMH PHY META files. (No MAO material yet but planned)
Exports static and animatable Models.

Supported modifiers and stuff: (excluding Animation export here)
Edit Normals modifier (also over multiselection)
Skin Mod (also over multiselection)
UV channel 1 and 2
Smoothing groups
etc

Get it here
http://social.biowar...m/project/2336/

Modifié par Eshme, 16 mai 2010 - 06:58 .


#14
Eshme

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I have updated to Version5.00 now. Import and Export are now combined into one. Some internal changes have gone into the Importer, which should hopefully work as before. You can deinstall the old Importer this one is discontinued.

Biggest new feature is a Material plugin for the Material editor. With this you can import, edit and export materials. This is WIP, not all material types supported yet. Currently there is support for 5 (Black,Canopy,Character,Prop,Static)

Download it here
http://social.biowar...m/project/2336/

Modifié par Eshme, 16 juin 2010 - 01:42 .


#15
ITSSEXYTIME

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This is amazing work. This was one of the major roadblocks in the way of any major modding endeavours.



Now if only I knew how to use 3dsmax...

#16
Eshme

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Thought i'd kick this thread in the balls some more. Just to catch those who dont follow my project.



Version 5.23 currently is not just a simple bugfix over version5 so one may check this out. If prior stuff didnt work, chances are it does now. i guess



The material has bigger support. For everything that makes sense basically.

Custom helpers have been added to allow more customization as well as make things possible as a whole.

and so on

#17
Talisander

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Just wanted to say, you've built an incredible tool here, Eshme. Hope the game I'm working on is something you'll enjoy, as a small way of paying you back for all you've done for this community.

Alex

Modifié par Talisander, 11 août 2010 - 12:55 .


#18
Scikor_JT

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I have been able to install the mod and the tool set but where I need to find graphicprocessor.exe is missing from the ANI folder. Is this a seperate download or did I mess up?

#19
alschemid

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The graphicprocessor.exe is in the dragon age origins install folder\\\\tools\\\\ResourceBuild\\\\Processors\\\\ANI
I think the toolset installs it, it is not a separate download.
.

Modifié par alschemid, 13 décembre 2010 - 09:30 .


#20
Scikor_JT

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I still haven't been able to get game path to recognize the graphicprocessor in the ANI folder. I've since reinstalled the toolset and tried exporting some models but I'm only getting .met files could this be affecting my model exports. I'm also using max 2010 on win7 professional 64-bit.

#21
ChewyGumball

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You can use the graphicsprocessor from the command line. As long as the script export the xml files properly, you can use cmd.exe to compile them to binary files.

#22
Eshme

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New update version5.38

Several bugfixes and improvements have been made. It is definitely recommended to get the latest version.
Downloads here
http://social.biowar...m/project/2336/

Modifié par Eshme, 11 février 2011 - 02:51 .


#23
Hel

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I'll put it to the test tomorrow! :) (Might even have a request, but I'm not sure how feasible this is.)

#24
Eshme

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Whats the request? I dont know if its feasable too :D If possible type it into my project page.

#25
trahbin

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Can anyone recommend gmax tutorials/books/training/etc. suitable for getting someone started on modifying Dragon Age and other Bioware models?

Thanks