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FBX to GLM converter


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Posted

When this is all working, I'll do up a small how-to-export.

 

This will be so sweet, now any 3ds Max/XSI/Maya can practically export character models for JK2/JKA including 2014 versions. :D

Posted

Actually, a question I meant to ask, but forgot, was whether the normals look right on the exported GLM model. If someone could check that out, I'd be grateful :D

Posted

Ok now I'm getting the model to work with the GLA. New issues now though. Exported from the exact same scene file:

 

Carcass compiled

 

ghev.jpg

 

 

FBX2GLM compiled

 

7y91.jpg

 

As you can see, there are splits in the model which is making me think that it's not keeping the 4 bone influence for weighting. The fingers are also very skewed.

Posted

Subtle bugs are subtle :P I have a feeling this is somewhat related to the hand guard being in completely the wrong place, and will take a bit longer to figure out... why most of the other surfaces are in the correct place and not the guard is still a mystery to me.

 

Thinking about it more, it might be another Ravenism (new word of the day?) where there's an odd quirk to exporting to GLM and they've just hacked around the problem in carcass rather than fixing it :/

Posted

The hand plate can be fixed if I re-weight it, it's the incorrect weighting all over the mesh that's the big issue. :P

 

Also, can you please add in a -scale cmd option seeing as ingame characters must be 0.64. :P 1.00 is 100% scale, 0.50 is 50% scale and so on.

Posted

Didn't you say that noesis renders the FBX correctly though? If that's the case then I'm probably doing something wrong.

 

Model is already be scaled by the scaling factor specified in the GLA file :) For the humanoid GLA this is 0.64.

Posted

Probably, but if a different scale is used from that specified in the GLA then the animations won't look right. When I get around to writing the GLA exporter I'll take the scale from the FBX file and write it into the GLA file.

Posted

If the handplate is weighted properly in Max... and exports properly via XSI to Carcass then there must be some transformations in the FBX converter that are not being applied to it. You should not have to re-weight it differently in 3dsMax. @@DT85 Please post a pic from Blender to Ghoul2.

Posted

1 years ago i worked for an amatorial fangame to exporting all XSI animation of Jedi academy into Fbx format. that's allowed to a my friend to use animation of JA in Unity3d for his characters. :D A FBX \ GLM \ GLA converter is a wonderful idea!! Pity only know i am here and i see your project. if was done some years ago, i was not become madnesss to converts 1700 .XSI animation with 3d max to fbx format.  O.o

Good Luck Xyca! That's can be a revolutionary tools for multiples users.

Posted

Would be so good to have a XSI>>>FBX mass converter at some point, but we'll worry about that if/when we can make our own GLA's with this tool. :P

Posted

Really? You want ALL animation of JKA converted by XSI to max to FBX. O.o Okay! I find and upload for all you! Give me a lot of time. I need to search. is pass very time by that work. I hope i have already.

ChalklYne likes this
Posted

Yes, a xsi -> FBX batch function converter should be very useful :D

YESSS! i have ALL ja animation of humanoid in FBX. except the A1_Special that for some foolish reason crash 3d max when i convert LOL. ok i pack and up for you :)

katanamaru likes this
Posted

@@Asgarath83 -- Max5 is better than nothing ;) ...so you can't import any files that are XSI v3.5 using 3dsMax5... perhaps that is why the one animation failed for you.

Well, the strange thing is that A1_SPECIAL fail to me not in import of XSI, so is not the XSI importer that has failed byt Exporting to FBX. LOL, the animation in 3d max work well, the strange things is that when export in FBX A1_Special crash. :)

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