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Re: [WIP] Grimrock Model Tookit

Posted: Thu Dec 13, 2012 11:03 am
by JohnWordsworth
@Neikun: Many of the actual mesh elements of the models that come with the game are actually 100x the size they appear in the game and the model has a node transform which then scales it down to 1% of it's original size before it is displayed in the game.

As the GMT simply exports the raw mesh data, you're seeing it untransformed in Blender. Nothing to worry about - you just need to scale it down again in the GMT when you import it, although a 'Bake Transformations into Mesh' option is on the todo list!

Re: [WIP] Grimrock Model Tookit

Posted: Thu Dec 13, 2012 12:47 pm
by Neikun
Oh okie dokes.
Interesting info to know :3

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 12:46 am
by zombie-d0g
Hey there's like 54 pages of this and I don't see a FAQ anywhere. What is this tool's status on animation? I have a couple bad guys I would really like to mod in if I can get the chance.

Like this. This would be fun to make.

Image

the soul of a lost adventurer who stepped too deep into the maze. his beleaguered soul was crushed by the power of the stones surrounding him, and now he is part of the maze itself.



So like, any chance I could pull this off if I tried? Are the animation tools functional?

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 7:04 pm
by JohnWordsworth
Hi zombie-d0g: While I've got animations to work through the .x format, it's not overly easy to do so with the GMT as it stands. However, I'm working on a separate tool that will be integrated with the GMT in the long run called GrimFBX (also on these forums), and that very nearly supports fully animated meshes. There are some problems at the moment (I've got it to work with some meshes, but not all meshes) and with the X-Mas period upon us development has slowed down a bit.

However, it's safe to say that, within the 2-3 weeks there will be full FBX<->Grim3D support. It might happen sooner, but I don't want to promise anything!

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 8:38 pm
by Xanathar
although a 'Bake Transformations into Mesh' option is on the todo list!
I've just implemented it in the Animation Editor, you can rip it directly (I think) as it uses your libs and little else. I've debugged it with a couple of non-skinned models and it seems to work well, even with non-trivial hierarchies; but then, who knows what bugs it's hiding :lol:

Source here, documentation and comments nowhere: http://code.google.com/p/grimrock-anima ... elBaker.cs

Edit: if you feel like exchanging, can you explain me how did you deciphered what will is to be put into VERTEX_ARRAY_BONE_INDEX and VERTEX_ARRAY_BONE_WEIGHT vertex arrays ? My best attempt so far is to put in the first tuples of 4 bytes { index_in_the_bone_array_of_the_mesh, 0, 0, 0} in index and { 1, 0, 0, 0} in weight for each vertex and either this is wrong or something else is, as I'm able to crash the game (but not the GMT!). :oops:

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 8:52 pm
by zombie-d0g
Hey, pretty cool, then! I would really like to add new monsters and maybe dungeon tilesets if it's possible, in the future. I think it'd be really fun.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 9:09 pm
by JohnWordsworth
Hi Xanathar,

Oh cool - you've put your animation editor on Google Code, that's awesome :).

This is off the top of my head (will confirm when I get back to my PC)... The key with the VERTEX_BONE_INDICES / VERTEX_BONE_WEIGHTS vertex arrays is to note that the info in the docs is slightly wrong I think. I don't remember exactly how off the top of my head, but I think Bone Indices are actually int32s (and not bytes as shown in the docs). Weights are floats as expected. Both are always 4 wide, even if you only need 1-weight per index.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Dec 14, 2012 9:25 pm
by Xanathar
Awesome thanks!
re my code: I forgot about baking normals and tangents, will fix as soon as I have a pc in front.

EDIT: I've updated the code and now it bakes normals correctly (how could I forget them ? :oops:). I also put code to bake tangents and bitangents.. by guessing. I'm multiplying them by the upper-left 3x3 matrix, don't know if it's correct or if I should mul by the inverse-transpose as per normals or something else entirely; I need to research this a bit :?. Anyway normals should be ok.

EDIT2: Ok it seems I guessed correctly and so also tangents&bitangents are ok.

Re: [WIP] Grimrock Model Tookit

Posted: Mon Dec 24, 2012 12:31 am
by JohnWordsworth
Releast 0.4.6.0 fixes an issue with deleting nodes from the node tree of a model. Now when you delete a node from the model it should correctly re-index the Parent property of any nodes that need re-indexing and also any bones referring to an index >= the index of the deleted node should be handled correctly. This is useful in tidying up models imported using GrimFBX (coming soon!).

Grimrock Model Toolkit

Re: [WIP] Grimrock Model Tookit

Posted: Thu Jan 03, 2013 5:02 pm
by Brodie301
Sorry if this has been discussed as this thread is huge, and my search is not turning up what I want.

Working on some walls, I export to blender, make my changes, import to GMT, but all axis are way off and I didn't change anything but vertexes and faces, did not change any numbering in blender.
Have made changes to other models and no problem.

Any help useful.