[DONE] Grimrock Model Tookit
Re: [WIP] Grimrock Model Tookit
Oh man, I love that ogre guarding his phatt loooot
Finished Dungeons - complete mods to play
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: [WIP] Grimrock Model Tookit
@Neikun: Haha, thanks for the support. Whole modding community is amazing here - very encouraging.
@Skuggasveinn: Ahh, yeah - the OBJ export is a little hokey in parts. I now know a lot more than I did a month ago about 3D file formats so should be able to improve that in an upcoming build. When I've smashed the FBX code and the (boring) documentation - I'll get right on it.
That Ogre looks very protective of that chest! Love it. When full FBX support is available I can't wait to see what gets added to the game!
@Moutrave: Sounds like the export problem could be caused by the same thing. Everything has been bashed together pretty quickly with the GMT so a few bits are still rough around the edges.
Today's Update: Internet broke for most of the day (boo), which severely hampered FbxSDK progress as I didn't have the docs downloaded. Still managed to get mesh export working though - there are just a few handedness issues with the bone rotations left and we'll have fully rigged mesh export done. Then the import is just the reverse so should be easy.
@Skuggasveinn: Ahh, yeah - the OBJ export is a little hokey in parts. I now know a lot more than I did a month ago about 3D file formats so should be able to improve that in an upcoming build. When I've smashed the FBX code and the (boring) documentation - I'll get right on it.
That Ogre looks very protective of that chest! Love it. When full FBX support is available I can't wait to see what gets added to the game!
@Moutrave: Sounds like the export problem could be caused by the same thing. Everything has been bashed together pretty quickly with the GMT so a few bits are still rough around the edges.
Today's Update: Internet broke for most of the day (boo), which severely hampered FbxSDK progress as I didn't have the docs downloaded. Still managed to get mesh export working though - there are just a few handedness issues with the bone rotations left and we'll have fully rigged mesh export done. Then the import is just the reverse so should be easy.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
Woop, woop! Just thought I would sneak another 30 minutes in before I went to bed as I had equations on my mind. Goromorg exported with bone structure:
Just need to get the Bone Weights exporting now and the big hurdles are behind us.
Edit: 50% through bone weights and fixed UV problem. Home straight now but must sleep!
SpoilerShow
Edit: 50% through bone weights and fixed UV problem. Home straight now but must sleep!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Awesome, I'm excited for this big leap in development!
Finished Dungeons - complete mods to play
Re: [WIP] Grimrock Model Tookit
How can animation files be made for new monsters. I have made animations in blender and it saves the animations as a series of png or jpeg pics. How do I turn those pics into a single animation file like walk, attack and so on?
I cant wait to add a bunch of new mobs for my Kor the Doomed game and DM II and DM III and DM IV.
LG
I cant wait to add a bunch of new mobs for my Kor the Doomed game and DM II and DM III and DM IV.
LG
Dungeon Master and DOOM will live forever.
Re: [WIP] Grimrock Model Tookit
The data has to be exported into a file format that supports animation; and read into the GMT via the Assimp library. From there we should be able to save modified animations, and use them in the game.LordGarth wrote:How can animation files be made for new monsters. I have made animations in blender and it saves the animations as a series of png or jpeg pics. How do I turn those pics into a single animation file like walk, attack and so on?
I cant wait to add a bunch of new mobs for my Kor the Doomed game and DM II and DM III and DM IV.
LG
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: [WIP] Grimrock Model Tookit
@LordGarth: As Isaac said, you need to export the animation data into a compatible animation file format. At the moment, it is possible through .DAE or .x, but it seems that in some circumstances it works, but int (many) others it doesn't. While I definitely aim to improve compatibility with Assimp imported models, FBX will also provide an alternative which should be a bit more 'standardised'.
Just a teaser for anyone hoping to see progress. This is the skeleton warrior exported to FBX, loaded in MilkShape 3D, and animated Gangnam Style (badly).
.
Just a teaser for anyone hoping to see progress. This is the skeleton warrior exported to FBX, loaded in MilkShape 3D, and animated Gangnam Style (badly).
.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Great progress!
(*And if you need testers for the exporter, there are a few of us here. )
(*And if you need testers for the exporter, there are a few of us here. )
Re: [WIP] Grimrock Model Tookit
haha ! Need that in game. With custom sounds gangnam / dungeon style...dungnam...
And yeah if you need testing I'm also more than wiling to help (my QA past never leaves me)
And yeah if you need testing I'm also more than wiling to help (my QA past never leaves me)
!
Re: [WIP] Grimrock Model Tookit
When I import .obj into Blender they come in blocky & pixelated like the statue here:
So I select the statue & click on shading:smooth and I get this:
It smooths the statue but not the helmet & no matter what I do I can't get the helmet smooth. It looks horrible in-game.
This happens with all >simple objects that have multiple materials and/or detached geometry.
For instance, the alcove, I can smooth everything except the part that gets the dungeon stairs material.
I imported a statue into 3ds (1 month use only ) & it has the same problem although the body is already smoothed but the helmet remains blocky & won't respond to smoothing.
Any help is appreciated because this is keeping me from working on all but the most simple things. (no gangnam gladiator! )
So I select the statue & click on shading:smooth and I get this:
It smooths the statue but not the helmet & no matter what I do I can't get the helmet smooth. It looks horrible in-game.
This happens with all >simple objects that have multiple materials and/or detached geometry.
For instance, the alcove, I can smooth everything except the part that gets the dungeon stairs material.
I imported a statue into 3ds (1 month use only ) & it has the same problem although the body is already smoothed but the helmet remains blocky & won't respond to smoothing.
Any help is appreciated because this is keeping me from working on all but the most simple things. (no gangnam gladiator! )