If nodes in *.model has the same name as nodes in animation, there is no issue I guess. e.g. open skeleton archer in GMT and load skeleton warrior animations. Nodes with the same name are animated. Rename node in any model and load animation with the same name and it will be "animated". So if dae model has names of nodes and skin, and animation is made in the same way, there is no issue. The problem is if they have different axis orientation etc.Isaac wrote:I don't think that can work... You'd have to ask John to be certain, but I don't think that grimFBX animations are interchangeable with anything but grimFBX .model output.Leki wrote:2) if dae exported model is ok, then use it to export *.model and from fbx export use only animation files.
[DONE] Grimrock Model Tookit
Re: [DONE] Grimrock Model Tookit
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [DONE] Grimrock Model Tookit
It's been a while... but I'm thinking that the animations would always mangle an imported [blender] DAE. I think grimFBX re-builds the model strangely ~but functional.Leki wrote:If nodes in *.model has the same name as nodes in animation, there is no issue I guess. e.g. open skeleton archer in GMT and load skeleton warrior animations. Nodes with the same name are animated. Rename node in any model and load animation with the same name and it will be "animated". So if dae model has names of nodes and skin, and animation is made in the same way, there is no issue. The problem is if they have different axis orientation etc.Isaac wrote:I don't think that can work... You'd have to ask John to be certain, but I don't think that grimFBX animations are interchangeable with anything but grimFBX .model output.Leki wrote:2) if dae exported model is ok, then use it to export *.model and from fbx export use only animation files.
Re: [DONE] Grimrock Model Tookit
Hi guys.
Trying my hand at modding and creating new models using GMT and Blender. I have already come across a problem which baffles me. OK, I take an asset pack model (temple_stairs_down.model) open it into GMT, export it as an .obj, import it back into GMT and save as a new .model file and when I use it in the DE, the thing is enormous. My only guess as to the problem is that somewhere the sizing parameters are lost. I assume someone must know about this and can tell me when and how to reset the size. Thanks.
Trying my hand at modding and creating new models using GMT and Blender. I have already come across a problem which baffles me. OK, I take an asset pack model (temple_stairs_down.model) open it into GMT, export it as an .obj, import it back into GMT and save as a new .model file and when I use it in the DE, the thing is enormous. My only guess as to the problem is that somewhere the sizing parameters are lost. I assume someone must know about this and can tell me when and how to reset the size. Thanks.
Re: [DONE] Grimrock Model Tookit
I've done some calculations and the size is increased by a minimum of 63 times to a rough estimate of about 112 times normal size.
Re: [DONE] Grimrock Model Tookit
When I import ~typically I immediately rescale the object to 0.01 size.Allanius2 wrote:Hi guys.
Trying my hand at modding and creating new models using GMT and Blender. I have already come across a problem which baffles me. OK, I take an asset pack model (temple_stairs_down.model) open it into GMT, export it as an .obj, import it back into GMT and save as a new .model file and when I use it in the DE, the thing is enormous. My only guess as to the problem is that somewhere the sizing parameters are lost. I assume someone must know about this and can tell me when and how to reset the size. Thanks.
*Also: It really helps later on, to set your grid to match a floor tile.
Re: [DONE] Grimrock Model Tookit
How do I do this?Isaac wrote:*Also: It really helps later on, to set your grid to match a floor tile.
Re: [DONE] Grimrock Model Tookit
In the GMT choose the model node so the model changed to color red and then on the right side in the options where 1 stands in "Scale" enter 0,01 and then push the button "Scale" right the entryfield. So your model should be rescaled now.
Re: [DONE] Grimrock Model Tookit
Ok, this would be done after importing the .obj file?maneus wrote:In the GMT choose the model node so the model changed to color red and then on the right side in the options where 1 stands in "Scale" enter 0,01 and then push the button "Scale" right the entryfield. So your model should be rescaled now.
Re: [DONE] Grimrock Model Tookit
Here is a tutorial mady by Skuggasveinn some time ago.
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Direct Link to the video tutuorial: http://www.youtube.com/watch?v=tMrs7j2J354
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Direct Link to the video tutuorial: http://www.youtube.com/watch?v=tMrs7j2J354
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [DONE] Grimrock Model Tookit
Ah. The 0.01 scaling worked perfectly. Thanks.
Now I just have to learn the Blender controls... Reminds me of the scene from Airplane where Ted Striker is looking at the controls of the plane... controls... more controls.... even more controls... washer... dryer....
Now I just have to learn the Blender controls... Reminds me of the scene from Airplane where Ted Striker is looking at the controls of the plane... controls... more controls.... even more controls... washer... dryer....