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Utility request: Softimage plugins


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Posted

@@DT85: please ensure that the UVs are correct on the model

note that positioning is fucked up, as i mentioned this is due to me not parsing the animation yet

the UVs ought to be correct however

 

 

md3view_fbx3.png

 

 

this is the top of the table, occluded by what looks to be one of the legs of the table

If the UVs don't match please post a picture of what the top of the table should look like

Posted

Hey @@DT85... how would we export an animated fbx for md3 conversion then if the anims got working on this? Is it something we would just have to change in the fbx export options?

Posted

@@DT85 yes probably. a better idea would be your first person hands in FBX format, non animated, single frame as they have very defined texture areas on them and that makes it easy to detect glitches in the UVs if they exist

however I also found a good model for testing purposes. It's tris/quads combination, not sure if that's responsible for texture fuckery on it but I NEEDED TO DELIVER A MESSAGE DAMN IT

 

 

md3view_fbx5.png

 

 

and it only took 4k verts to find the proper receptacle!?

Tempust85 likes this
Posted

Just found out that I have to incorporate a vertex transformation element and an entirely different approach to UVs...good job Autodesk, you're really great at documenting stuff (and "trianglating," whatever that means)

Posted

I've fixed the positioning of the fists, but the UVs are still messed up and I'm not sure why.

 

 

md3view_fbx8.png

 

 

I really can't do much more with this until someone more knowledgeable like @@Xycaleth or @@mrwonko can take a look at it. I've also encountered an issue where MD3View will sometimes completely fail to export a MD3, causing it to write to the hard drive over and over until the hard drive runs out of space (!) and the program crashes. I'll examine that in a little bit.

I would like to merge MD3View into ModView at some point, and make ModView capable of exporting FBX, MD3, and GLM.

In the meantime, I'll be putting the code up on GitHub and working on some other projects until I can get this figured out.

 

Github link:

http://github.com/eezstreet/MD3View

Posted

I've also encountered an issue where MD3View will sometimes completely fail to export a MD3, causing it to write to the hard drive over and over until the hard drive runs out of space (!)

0_0

That can be used for SO much evil XD

 

 

 

In the meantime, I'll be putting the code up on GitHub 

 

8b0f.gif

Tempust85 likes this
Posted

I don't know how exactly I can be of more help, I don't think an FBX from Softimage would be that much different than 3ds Max.

 

I don't really have anything on this laptop, out of town for the week.

 

Merging ModView and Md3View into one program sounds like a pretty good idea but maybe after the FBX importing issues are solved first since ModView would probably need a lot of work to be able to process things like vertex animations.

Posted

Not sure. I tried using the global transformation and it only made things worse. Using the global transformation on the vertices however resulted in the positions being correct.

Posted

I'm no coder but could it perhaps have something to do with vertex ordering being screwed up from using an imported model? Usually after the models are imported from GLM the edges are split along UV boundaries, maybe welding those edges up then re-exporting will provide a fix?

Posted

@@eezstreet

 

Found the issue with this. It requires every model to be split along the UVW seam edges, probably something to do with rendering MD3's as the MD3 format makes these splits and the FBX format doesn't.

 

Also, can you please change it from Z axis up to Y axis up?

Posted

@@eezstreet

 

Found the issue with this. It requires every model to be split along the UVW seam edges, probably something to do with rendering MD3's as the MD3 format makes these splits and the FBX format doesn't.

 

Also, can you please change it from Z axis up to Y axis up?

That's not something I can really fix unfortunately, I assume that's not a big deal for modellers?

 

Also, Z axis up is an OpenGL thing, Y axis being up is a DirectX thing. Won't change.

Posted

So we'll have to rotate all our models before export?

I thought he was referring to the view. I'm not exactly an expert on 3D math of that sort (:D) so I'd rather leave that up to someone more experienced in the area.

Posted

Y- as the front matches up with Max's front view. When I export a Y up axis FBX, Y- becomes Z+. Because Max users have the option to export either Y or Z up, would be better to have FBX loaded as Y up. You'll probably have to do an axis conversion when creating a MD3 from an FBX though.

Posted

Yeah, would be best if md3view by defualt when reading a fbx file would do the conversion so that it loads with +Z up and -Y forward then it will let you export to md3 or glm without needing to manually rotate.

Tempust85 likes this

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