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Everything posted by Archangel35757
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85, @@Psyk0Sith et al... Although I have vertex colors exporting for the SI_Shape & SI_TriangleList templates, and I'm close to getting the face vertex order correct... I think I am going to abandon exporting vertex colors because they aren't used by the current game engine-- and I just discovered today that you cannot animate vertex colors at that base level of the mesh (perhaps via a vertex paint modifier or tension modifier... but then that's going down a rabbit hole I fear). Also, now that I believe I have smoothing groups and specified/explicit normals (i.e., the Edit_Normals modifier) working successfully, I was thinking of perhaps exporting the 3ds Max smoothing groups info in a custom template under each SI_Model template for each Mesh Object... this would only be useful if someone has to import a dotXSI file back into 3ds Max (where it would automatically re-apply the smoothing groups). This would mean I would also need to update my dotXSI Import Maxscript to handle this new custom smoothGroup template. And my importer script would be the only dotXSI importer that could import those templates (but it might be a nice feature for 3ds Max users). What do you guys think about that? Also, I still have to write one other method to properly export smooth groups, specified/explicit normals for polygon (non-Tri) meshes. Thanks for your feedback. -
But its not the same legs. they gave him more human-like cybernetic legs
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Others helped plow that ground (@@SmileTheory-- thanks). Maybe you'll keep it alive while @@Xycaleth is on sabbatical?
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He appeared in comics with funky cybernetic legs. Like this: And I had started this model (collecting digital dust in my pile of wips):
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@KENNITHH - Also you should change the 3ds Max default animation frame length of 100 to actually fit your animated file. -
Turn the edge(s) on the back of the shoulder armor.
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Import GLM -> export XSI -> Carcass -> too much verts??
Archangel35757 replied to a topic in Modding Assistance
The dotXSI file shows 411 vertices, 486 triangles, 486 normals, 411 UV's. So the triangles are sharing vertices. More likely this is some sinister case of Carcass creating additional vertices for materials, normals, UVs, etc. -- I'm just guessing -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@KENNITHH: that appears to be an exact match to my eyes. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@KENNITHH: Your 3ds Max model shows both BLUE (unspecified normals from smooth groups) and GREEN (explicit normals)... you must choose the vertex normals export option of "specified/explicit". Please re-export with that option and post a new XSI result. Thanks. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@KENNITHH, @@Scooper, @@DT85: From these screenshots, (@@Scooper) it would appear that the GLM exporter is only exporting the (green) explicit normals. And the dotXSI exporter appears to be exporting more normals than 3ds Max is showing (e.g. on back of hand and side of pinky finger). Are all faces assigned to smoothing groups? Are there any faces that are unassigned? Are any parts of the mesh detached as elements? Are you using a Multi-material or individual standard materials? Are different materials used on the hands? Would you email me your 3ds Max scene? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: I just emailed @@DT85 a new beta plugin to test out for explicit normals-- from my simple tests using a Cube mesh it appears to export explicit normals correctly. Hopefully, DT can post results for a more complicated model. Updated Update: I sent him a newer plugin to test out... it fixed a minor issue of not outputting normals when you chose to export explicit normals (but didn't have any...)-- so now you should get at least the normals from smooth groups if no explicit normals (i.e., no Edit_Normals modifier [either on stack or collapsed]). For completeness, I still need to fix exporting of vertex colors, and also fix exporting of vertex normals to use smoothing groups/explicit normals when not triangulating the mesh (I know this doesn't apply to this game engine or Carcass...)-- but I'd like to have it working correctly all the same. I would especially like to thank @@Scooper for his assistance and his smooth group vertex normals code snippet-- it (along with some other help from CGSociety) was invaluable in helping me write my own class method. -
Turn off invisible mode ...just kidding.
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An astronomer must have designed that heavy-gun... and used the sight from a telescope (idiotic design).
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Ok... so I have resolved the crashing during export when choosing the new option of exporting "Vertex Colors" -- however, I'm quite sure the vertex color indices (in the SI_TriangleList template) are not correctly matched to the vertex colors given in the SI_Shape template; but at least it doesn't crash anymore. So I'll have to fix the vertex color index mapping later... for now I'm going to focus on the flaws in the specified/explicit normals export option. -
Jedi Knight: The Clone Wars Missions
Archangel35757 replied to Cerez's topic in WIPs, Teasers & Releases
I'm sure @@Xycaleth will come back to it in time... -
Jedi Knight: The Clone Wars Missions
Archangel35757 replied to Cerez's topic in WIPs, Teasers & Releases
As soon as I finish the v1.9 dotXSI 3.0 exporter... I plan to get back to my Jan Ors head and new facial animation project. So we'll have modern lip-sync, facial expressions, and hopefully wrinkle maps (@@eezstreet, @@Xycaleth). My plan is try and get it all of my part finished in the next few months. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith - you use Max 2011 correct? Once I get the Max2013 dotXSI 3.0 Version 1.9 finished, I'll apply all the fixes and recompile all Max versions: Max6 to Max2016. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85, @@Psyk0Sith: Should I add an option for exporting scene lights? While not used by Carcass... it would greatly improve pre-viz viewing in the XSIViewer app. What do y'all think? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- is that image on left an older version with the broken normals (I.e., not transformed to XSI coordsys)? Seems like it from the lighting... Model is looking great! -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: I just emailed @@DT85 a new beta v1.9 dotXSI 3.0 exporter to test out for me. Exporting of Vertex Normals using Smoothing Groups should now be supported. I still need to add the code to deal with Specified/Explicit Normals (i.e., the Edit Normals modifier)... but I hope to have that completed soon as well. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Ok... so I have the vertex normals being written out properly from the smoothing groups. But I need to sort out the vertex normal indices that map those normals to the vertices for each triangle in the mesh. -
http://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/
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I've been working on this today... I still need to slightly plump up the area between the upper lip and nose. I'll try and have some new screenshots by Sunday. Happy Thanksgiving!