minilogoguy18 Posted February 2, 2014 Author Posted February 2, 2014 The triangle rule applies to both the formats and the game engine as far as I know, carcass wont compile a dotXSI to GLM unless it's in tris.
eezstreet Posted February 2, 2014 Posted February 2, 2014 @@DT85: please ensure that the UVs are correct on the modelnote that positioning is fucked up, as i mentioned this is due to me not parsing the animation yetthe UVs ought to be correct however this is the top of the table, occluded by what looks to be one of the legs of the tableIf the UVs don't match please post a picture of what the top of the table should look like
Tempust85 Posted February 2, 2014 Posted February 2, 2014 Table top UV's look spot on. Would a non-animated model help?
ChalklYne Posted February 2, 2014 Posted February 2, 2014 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?
eezstreet Posted February 2, 2014 Posted February 2, 2014 @@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 existhowever 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 and it only took 4k verts to find the proper receptacle!? Tempust85 likes this
Tempust85 Posted February 2, 2014 Posted February 2, 2014 Here's the fists: https://www.dropbox.com/s/f9ocozppd09o3uy/fists%20fbx.zip No animation exported in the FBX options. Should look like this: @@ChalklYne When this is up and running, I'm sure @@minilogoguy18 will be able to help you out. I can only help you so much from a 3ds Max point of view. ChalklYne likes this
eezstreet Posted February 2, 2014 Posted February 2, 2014 oh.. ..i-i can fix it Tempust85 and therfiles like this
eezstreet Posted February 2, 2014 Posted February 2, 2014 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)
eezstreet Posted February 2, 2014 Posted February 2, 2014 I've fixed the positioning of the fists, but the UVs are still messed up and I'm not sure why. 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 minilogoguy18 and Archangel35757 like this
ChalklYne Posted February 2, 2014 Posted February 2, 2014 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_0That can be used for SO much evil XD In the meantime, I'll be putting the code up on GitHub Tempust85 likes this
minilogoguy18 Posted February 2, 2014 Author Posted February 2, 2014 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.
Tempust85 Posted February 3, 2014 Posted February 3, 2014 Confirmed with noesis that the FBX I sent to eez looks as it should, just to rule out something on my end.
Archangel35757 Posted February 4, 2014 Posted February 4, 2014 Do the texture UV coordinates need to undergo a coordinate transformation?
eezstreet Posted February 4, 2014 Posted February 4, 2014 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.
eezstreet Posted February 12, 2014 Posted February 12, 2014 @@Xycaleth: did you ever figure out what was wrong with the UVs?
Xycaleth Posted February 12, 2014 Posted February 12, 2014 Nope. The code looked okay to me. Have you tried printing the values out to see if you get same values? They should be in the 0-1 range.
minilogoguy18 Posted February 16, 2014 Author Posted February 16, 2014 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?
Tempust85 Posted February 16, 2014 Posted February 16, 2014 @@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?
eezstreet Posted February 16, 2014 Posted February 16, 2014 @@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.
minilogoguy18 Posted February 16, 2014 Author Posted February 16, 2014 So we'll have to rotate all our models before export?
eezstreet Posted February 16, 2014 Posted February 16, 2014 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 () so I'd rather leave that up to someone more experienced in the area.
minilogoguy18 Posted February 16, 2014 Author Posted February 16, 2014 It's not just that axis either, seems that in OpenGL -Y is front where of course we all know +Z normally is so that's 2 axis' that need to be changed.
Tempust85 Posted February 16, 2014 Posted February 16, 2014 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.
minilogoguy18 Posted February 16, 2014 Author Posted February 16, 2014 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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