Tempust85 Posted November 3, 2013 Share Posted November 3, 2013 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. Link to comment
Xycaleth Posted November 3, 2013 Author Share Posted November 3, 2013 Converter has been fixed I accidentally removed a vital bit of code to do with identifying which bones influenced which vertices, when I was cleaning up the code Link is the same as usual: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip Tempust85 likes this Link to comment
Xycaleth Posted November 4, 2013 Author Share Posted November 4, 2013 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 Link to comment
Tempust85 Posted November 4, 2013 Share Posted November 4, 2013 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 FBX2GLM compiled 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. Link to comment
Xycaleth Posted November 5, 2013 Author Share Posted November 5, 2013 Subtle bugs are subtle 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 :/ Link to comment
Archangel35757 Posted November 5, 2013 Share Posted November 5, 2013 @@DT85 ...to address @@Xycaleth 's ravenism... use wonko's blender script to Ghoul2 to see if it has the same issues. Link to comment
Tempust85 Posted November 5, 2013 Share Posted November 5, 2013 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. Also, can you please add in a -scale cmd option seeing as ingame characters must be 0.64. 1.00 is 100% scale, 0.50 is 50% scale and so on. Link to comment
Xycaleth Posted November 5, 2013 Author Share Posted November 5, 2013 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. Link to comment
Archangel35757 Posted November 5, 2013 Share Posted November 5, 2013 Is there no scale option directly from the 3dsMax FBX export dialog you can use? Link to comment
Xycaleth Posted November 5, 2013 Author Share Posted November 5, 2013 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. Link to comment
Archangel35757 Posted November 5, 2013 Share Posted November 5, 2013 Well IMO the FBX file should always be exported at 100%. For the case when we want to create a new GLA... (e.g., a new creature or vehicle) your converter will have to provide us with a scale option-- so we can set it to 0.64 Psyk0Sith and Tempust85 like this Link to comment
Xycaleth Posted November 5, 2013 Author Share Posted November 5, 2013 Okay that sounds reasonable Link to comment
Archangel35757 Posted November 6, 2013 Share Posted November 6, 2013 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. Link to comment
Tempust85 Posted November 6, 2013 Share Posted November 6, 2013 I can't for the life of me figure out blender or how to get my model over to it to even attempt an export. Link to comment
Archangel35757 Posted November 6, 2013 Share Posted November 6, 2013 Blender supports FBX import: http://www.blenderartists.org/forum/showthread.php?304646-FBX-importer-included-in-blender-ready-for-testing Link to comment
Asgarath83 Posted November 6, 2013 Share Posted November 6, 2013 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. 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.oGood Luck Xyca! That's can be a revolutionary tools for multiples users. Link to comment
Xycaleth Posted November 6, 2013 Author Share Posted November 6, 2013 @@Asgarath83 Do you still have the FBX files that you converted? Or do you know if your friend still has them? They would be very useful to some people here Link to comment
Tempust85 Posted November 6, 2013 Share Posted November 6, 2013 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. Link to comment
Asgarath83 Posted November 6, 2013 Share Posted November 6, 2013 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 Link to comment
Asgarath83 Posted November 6, 2013 Share Posted November 6, 2013 Yes, a xsi -> FBX batch function converter should be very useful 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 Link to comment
Archangel35757 Posted November 6, 2013 Share Posted November 6, 2013 @@Asgarath83 -- What version of 3dsMax do you use? Link to comment
Asgarath83 Posted November 6, 2013 Share Posted November 6, 2013 3d studio max 5. It's bad? EDIT: i upload my fbx in the file section, wait for approvation. I hope people enjoy my first gift to JK modders. ChalklYne likes this Link to comment
Archangel35757 Posted November 6, 2013 Share Posted November 6, 2013 @@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. Link to comment
Asgarath83 Posted November 6, 2013 Share Posted November 6, 2013 @@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. Link to comment
Tempust85 Posted November 6, 2013 Share Posted November 6, 2013 @@Xycaleth Taken from Noesis: carcass compiled Uploaded with ImageShack.us converter compiled Uploaded with ImageShack.us Also, it appears the GLM loader for Noesis has auto-welded any UVW seam lines as none are present. Link to comment
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