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FBX to GLM converter


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Posted

Well, Uvmapping distorsion, maybe yu create  a new division: metal trooper! :D

it's not the UVs that are fucked up , the mesh normals are fucked up

  • 1 month later...
Posted

 

Linux and Mac binaries can be created on request!

 

Yes, Mac please.  :winkthumb: Why not submit this here on JKHub?

 

Posted

It's not quite ready yet to put up in the files section. I'll look at making a mac version tonight when I get home from work :)

 

I also need to get back to working on this :/

Circa likes this
Posted

Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files. :D

Going to hold off on this for now. I want to finish FBX support completely before considering support for other formats.
Tempust85 likes this
Posted

By the way, I have no idea if the model produced actually works :P I just compiled the code as it was. If it doesn't work, let me know and I'll have a look.

Posted

@@DT85 Does your stormtrooper model you sent me get converted correctly by carcass? i.e. are all surfaces below 1000 vertices? When using the FBX you gave me, some of the surfaces have over 1000 vertices: the helmet surface is by far the worst offender with 2808 vertices.

Posted

Yeah it does. It's the same scene file I used to make my Stormtrooper that I uploaded here. I may get a warning or two, but nothing goes to or over 1,000 verts.

Posted

Yeah it's a 1:1 copy, only triangulated (I work in quads).

 

The warning Warning: Surface can't use shadows, #verts(557) > SHADER_MAX_VERTS/2 (500) ( "helmet" ) which is due to me not taking into account the model being split along the UVW edges.

Posted

Strange. Carcass must be doing something different. I'm taking the vertex data from the FBX file, removing duplicates and then writing that to the GLM file, so I don't see how I have such a high vertex count.

Posted

I couldn't find any smoothing group information in the FBX file. @@DT85 I think there's an option to export smoothing groups into the FBX file in Max?

Posted

Yay, I got it working. For some reason I was getting duplicates of all the vertices, which is why the vertex count was super high. I'll upload a new version of the converter some time today. I still need to fix a bug with the weightings!

 

shot2014-01-11_15-01-34.jpg

Tempust85 and Archangel35757 like this
Posted

Do we need to triangulate our models before export manually or does the converter do it?

 

I would like to test this out since Kain has already been put in game so I have a good test model to use.

Posted

For now the model does need to be triangulated but I wouldn't be opposed to removing this requirement at a later date :)

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