minilogoguy18 Posted January 11, 2014 Posted January 11, 2014 Yeah because I just checked to be certain and there is no triangulate option in the FBX exporter for Softimage. It's not a super huge deal but would be nice to have your program automatically triangulate models. I'm mostly wanting this for weapons since Softimage has no trouble going the old fashioned route of character compiling like other 3d packages. You should do a FBX -> MAP next, that would be awesome.
Xycaleth Posted January 11, 2014 Author Posted January 11, 2014 Okay! New version of the converter is available. Same address as before: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip This update fixes the normals, as well as some vertex weighting issues. I also added model triangulation, which hasn't been tested, but I'm pretty confident will work. It turned out to be pretty easy to add. As a result, triangulating the model upon exporting the FBX file is now optional The problem described here still exists - I'm still investigating the cause of the problem. minilogoguy18 and Tempust85 like this
Xycaleth Posted January 11, 2014 Author Posted January 11, 2014 So it looks like the problem with the broken animations was due to me not being able to count to 3. But this problem is now fixed Download link: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip There are now no known problems with the converter, but I want to tidy up and optimize the code a bit more before submitting it to the files section My next plan for this converter is to have it extracting the animation data from the FBX file and then export it as a .GLA file. Once that's done, there's a few tricks I want to try which include potential minor rendering speed improvements, and reduced jitter in exported animations. ChalklYne, Archangel35757 and Tempust85 like this
minilogoguy18 Posted January 11, 2014 Posted January 11, 2014 This should really help some other software users, maybe even attracting people who use Maya. Archangel35757 likes this
Xycaleth Posted January 11, 2014 Author Posted January 11, 2014 To anyone who tries the latest version out: are there still problems along the UVW seams?
Tempust85 Posted January 11, 2014 Posted January 11, 2014 @@Xycaleth Looks to be a 1:1 copy when comparing both GLMs, (carcass & fbx2glm), great job! EDIT: Haven't tested the UVW seam issue yet, will do now. Archangel35757 likes this
Tempust85 Posted January 11, 2014 Posted January 11, 2014 @@Xycaleth Both of my importers for GLM still have the mesh breaks along the UVW seams.
minilogoguy18 Posted January 12, 2014 Posted January 12, 2014 ^Just to make sure but you know that the .XSI->carcass->.GLM method breaks edges along UV boundaries as well, it may just be something that has to be dealt with.
Xycaleth Posted January 12, 2014 Author Posted January 12, 2014 As far as I can tell, where the UVW seams meet, the positions and normals are identical for the duplicated vertex, so in-game, you won't notice a split. It goes back to what I said earlier in the topic: Just because a vertex gets duplicated doesn't mean it has to be different. If you have duplicate vertices with matching normals and texture coordinates then you won't be able to see where they meet @@Xycaleth Both of my importers for GLM still have the mesh breaks along the UVW seams.Are you checking if there are seams by importing the GLM into 3DS max? Usually seams won't appear in your modeling program, but get created by the exporter (i.e. export to XSI or FBX). From what I can guess, it's then up to the importer to remove these seams. Archangel35757 likes this
minilogoguy18 Posted January 12, 2014 Posted January 12, 2014 It more than likely lies in the GLM format itself since it's something that happens no matter how you get a model to GLM.
Archangel35757 Posted January 12, 2014 Posted January 12, 2014 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! Why does it seem like his right elbow is missing?
Tempust85 Posted January 12, 2014 Posted January 12, 2014 That was the weighting bug, which he's fixed now. Archangel35757 likes this
Archangel35757 Posted January 12, 2014 Posted January 12, 2014 @@Xycaleth -- this converter is a huge success! I hope it brings Maya modellers into the community. As well as good news for Max 2013 & 2014 users. Did Raven ever release the specs for Ghoul2 format? Tempust85 and Xycaleth like this
minilogoguy18 Posted January 12, 2014 Posted January 12, 2014 G2 and MD3 source has been out for some time, I've been wanting some Softimage plugins like GLM import and MD3 import/export but can't get any interest.
Xycaleth Posted January 12, 2014 Author Posted January 12, 2014 Making GLM files more accessible was my plan with this, and was why I chose to go with FBX Btw, has anyone tried converting their FBX file without triangulating the polygons yet? I'd be interested to see how well it works compared to a pre-triangulated model.
AshuraDX Posted January 12, 2014 Posted January 12, 2014 I tried to use this and well , it apearently didn't work correctly , I didn't get any error messages , it just opened , closed and didn't give me a fileyou should really add some kind of error message
Xycaleth Posted January 12, 2014 Author Posted January 12, 2014 How did you run it? You need to either drag and drop a .fbx model on to the exe, or run it from command line (for the moment). But it has just occurred to me that when you drag and drop, you won't see the error messages that show up in the little window that pops up if there are any errors.
Tempust85 Posted January 12, 2014 Posted January 12, 2014 Run it using a .bat file and add pause on the next line, you should see any errors then.
Tempust85 Posted January 13, 2014 Posted January 13, 2014 @@Xycaleth I'm not getting any tags on my model. I get a list of tags, but when I click on one it's not there. No idea what happened, the carcass version works fine.
Xycaleth Posted January 13, 2014 Author Posted January 13, 2014 @@DT85 Bug is now fixed. Expect the latest version to be in the files section some time soon Archangel35757 and Tempust85 like this
Circa Posted January 14, 2014 Posted January 14, 2014 @@DT85 Bug is now fixed. Expect the latest version to be in the files section some time soon 'tis approved. Tempust85 likes this
Tempust85 Posted January 14, 2014 Posted January 14, 2014 Looks to work properly now. Link likes this
ChalklYne Posted January 14, 2014 Posted January 14, 2014 @@Xycaleth Amazing work man VERY cool stuff. This will be used over and over for a very long time. I plan on using it for my mod. Awesome work man and thank you! Tempust85 likes this
Xycaleth Posted January 14, 2014 Author Posted January 14, 2014 Awesome work at always @@DT85 @@Xycaleth Amazing work man VERY cool stuff. This will be used over and over for a very long time. I plan on using it for my mod. Awesome work man and thank you!Thanks! There's still more to come soon, so you'll be able to create custom GLA skeletons Tempust85 and ChalklYne like this
Tempust85 Posted January 14, 2014 Posted January 14, 2014 @@Xycaleth Now I take it we will be able to compile multiple animations into the one GLA right?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now