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FBX to GLM converter


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Posted

One step closer! :P ModView can load the file now - I made a few mistakes with a few of the numbers in the format. Now it looks like the vertex data is screwed up so I'll be fixing that next. No screenshots yet as ModView shows a blank screen currently.

Tempust85 likes this
Posted

Probably tags. Bones don't get drawn by default in ModView and it currently only has one bone anyway (in the same way that sabers have one bone).

Posted

After this converter project, can you please see (if you have time) if you can put 1 moveable light source in modview? Just so we can see shadowing on a compiled model without having to view it ingame. :)

Posted

@@DT85 are you sure you exported the model as Z-axis being up? Luke is rotated sideways, as you see in the screenshot with the Z axis pointing up. Maybe the model was already modeled with the Z-axis being up in 3ds so it got rotated again?

Posted

Real interesting. Noesis can only load ASCII FBX, and when I load that up all the tags are bunched at the bottom of the root like in your pic Xycaleth. I'll see what's going on.

 

 

EDIT:

 

Fixed tags issue so they should all be in their proper place. Sending you a new .zip. :P

Posted

Thanks @@DT85 :D Looks like I need to do a bit more work to get tags and model rotated/translated properly, but aside from that I can start working on an initial release. It will allow modelers to export player models or non-animated models. No custom animations just yet.

Tempust85 and ChalklYne like this
Posted

I also imported the model back in Max and tested the hierarchy and it looks intact (tags, caps, etc), so there *shouldn't* be anything more you need from me for now lol. :P

Posted

Great work!!!  However, I notice that some (if not all...) of your tags need rotating 90 degrees about the z-axis.  For example, the hands and feet appear to be needing a rotation of 90 degrees about the z-axis (when you compare to an original model in old ModView).  But I'm sure you'll have it all sorted out soon...

 

I do hope you intend to make a .GLM/.GLA to .FBX converter... or better yet, just add a "Save As" feature in your new ModView program to save it back out to .FBX   :D

Tempust85 likes this
Posted

Great work Xycaleth, keep it up! :D Is it reading off the base JKA humanoid.gla with weighting intact?

 

If you need anything else, let me know. :)

Posted

Great work!!!  However, I notice that some (if not all...) of your tags need rotating 90 degrees about the z-axis.  For example, the hands and feet appear to be needing a rotation of 90 degrees about the z-axis (when you compare to an original model in old ModView).  But I'm sure you'll have it all sorted out soon...

 

I do hope you intend to make a .GLM/.GLA to .FBX converter... or better yet, just add a "Save As" feature in your new ModView program to save it back out to .FBX   :D

Good call on the tags ;) Not sure why that's happened. I've applied the same transformations to the tags as I have to the meshes so they should be correct (or maybe the tags were in incorrect and carcass does some weird magic to fix them up again). I do plan to make a converter back to FBX. This seems easy enough, now that I've seen how the FBX format works :)

 

Probably won't add this to ModView, at least not for now. The good thing about having a standalone utility for things like this is you can create a batch script or something similar to convert an entire directory of files to GLM.

 

Great work Xycaleth, keep it up! :D Is it reading off the base JKA humanoid.gla with weighting intact?

 

If you need anything else, let me know. :)

Haven't got to working on weighting just yet :) But another quick question! I'm having problems with texture coordinates as 3ds seems to export FBX with more texture coordinates than positions and normals. Are you perhaps preserving smooth groups when you export (if such an option exists)? Can you send me the model with and without smooth groups preserved if possible? Thanks :D

Posted

@@Xycaleth

 

Ok, here's my options as of the last file I sent you:

 

m9r7.jpg

 

Also, I'm pretty sure GLM (or could be XSI) splits surfaces (within the same object) by UVW seams if that bit of info helps any.

Posted

A few more hours of work later, and we can say hello to Luke properly :D

fbx-glm8.png

 

I just need to fix up bolts, and make the converter usable. And I made a mistake in an earlier post - this first version will only be able to export non-animated models. I haven't looked at fetching the weighting information from the FBX file yet.

 

For jokes, here's some WIP screenshots while I was trying to get this to work :P

fbx-glm6.png

fbx-glm7.png

Tempust85, Futuza and Circa like this

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