[DONE] Grimrock Model Tookit
- ForgottonKing
- Posts: 14
- Joined: Mon Jan 14, 2013 6:44 am
Re: [WIP] Grimrock Model Tookit
this is a a real cruddy problem and I cant import any animations, I really need someone to help me with this.
Re: [WIP] Grimrock Model Tookit
What kind of animation do you mean? Is it monster or trapdoor? Share object, script and animation files and decribe what you want to do, pleaseForgottonKing wrote:this is a a real cruddy problem and I cant import any animations, I really need someone to help me with this.
I'm the Gate I'm the Key.
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Dawn of Lore
- ForgottonKing
- Posts: 14
- Joined: Mon Jan 14, 2013 6:44 am
Re: [WIP] Grimrock Model Tookit
its a custom object, it's just a clock with the penedelum swinging I can't get the animation to load in GMT or anying, I export the animation file through 3ds max into .XAF Ive tried exporting with grimfbx(which messes up the model and does nothing for the animation) and the animation tool which is confusing and has no documenation, I'm really frustrated. If I can't get animated objects into my mod I think Ill just quit it.
Re: [WIP] Grimrock Model Tookit
There is not PlayAnim function for objects in LoG yet.
So you have to use trapdoor for example atd scrit with timer (to open and close trapdoor and get cycling movement illusion). So, you have to rename node in your object do l_dool or r_door. Then rotate animation of it in GMT, save as new and use it for your model etc. It's a little bit tricky and dirty method.
Better solution is to create your own "env" animation (check assets\animations\env - load trap door model, then load env animations and try to switch between them to see how it works).
Another solution is to create monster with 0 see range, and overloaded hooks onAttack, onHit, onDamage. onTurn etc to return false and use your animation as "idle".
For both methods, you have to create node and animation for it and export model using this maxscript. But there was a bug in script with array definition - I have working version but at home. Any way, try to use this one and if it does not work, PM me link to your model etc and I will try to check it in the evening and send back wit description how-to .
So you have to use trapdoor for example atd scrit with timer (to open and close trapdoor and get cycling movement illusion). So, you have to rename node in your object do l_dool or r_door. Then rotate animation of it in GMT, save as new and use it for your model etc. It's a little bit tricky and dirty method.
Better solution is to create your own "env" animation (check assets\animations\env - load trap door model, then load env animations and try to switch between them to see how it works).
Another solution is to create monster with 0 see range, and overloaded hooks onAttack, onHit, onDamage. onTurn etc to return false and use your animation as "idle".
For both methods, you have to create node and animation for it and export model using this maxscript. But there was a bug in script with array definition - I have working version but at home. Any way, try to use this one and if it does not work, PM me link to your model etc and I will try to check it in the evening and send back wit description how-to .
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
Just an update on animations generally really - I linked in the new version of Assimp to the GMT which provides FBX import support and I'm now getting almost the same results from the GMT as I am with my current 'internal' build of GrimFBX. That is to say, sometimes it works a treat, sometimes it mostly works and sometimes the animations just come in as junk.
I think it's very close to being a good solution, even if it will only work with FBX files of a certain structure, but I've just not had the chance to touch the code for about a month or so I'm afraid. I'm just finishing up work with a long-term iOS development client and am working as hard as possible to get 'release 1' complete with them before I leave. Worst case scenario is that I won't get a chance to properly sit down with the code again for another month. However, after that time I'm taking a break from client work to focus on my own projects, so the GMT or GrimFBX will hopefully be able to properly import FBX animations around that time if it doesn't get it before.
I think it's very close to being a good solution, even if it will only work with FBX files of a certain structure, but I've just not had the chance to touch the code for about a month or so I'm afraid. I'm just finishing up work with a long-term iOS development client and am working as hard as possible to get 'release 1' complete with them before I leave. Worst case scenario is that I won't get a chance to properly sit down with the code again for another month. However, after that time I'm taking a break from client work to focus on my own projects, so the GMT or GrimFBX will hopefully be able to properly import FBX animations around that time if it doesn't get it before.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- ForgottonKing
- Posts: 14
- Joined: Mon Jan 14, 2013 6:44 am
Re: [WIP] Grimrock Model Tookit
I try using the max script and all I get is "No animated models where selectd. Export skipped."
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: [WIP] Grimrock Model Tookit
I don't have 3DS Max yet as I can't really justify the expense just for modding, but it sounds like you might have to first select the mesh / root object that you want to export before running the MaxScript.
If that doesn't do it, I'm sure one of the script users can help!
If that doesn't do it, I'm sure one of the script users can help!
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
there's actually a free 30 day trial of 3dsmaxx, been playing about with it some lately
http://www.autodesk.com/products/autode ... free-trial
http://www.autodesk.com/products/autode ... free-trial
Re: [WIP] Grimrock Model Tookit
What's wrong here?
This is what I've done.
1. Imported an obj. file and fixed the scale and positioning of it.
2. Created a material and an item in the script files.
3. Added the new material to the model.
4. Picked "save as" in GMT and it saves the file as obj not model.
What do I need to do to save it as Grimrock model?
This is what I've done.
1. Imported an obj. file and fixed the scale and positioning of it.
2. Created a material and an item in the script files.
3. Added the new material to the model.
4. Picked "save as" in GMT and it saves the file as obj not model.
What do I need to do to save it as Grimrock model?
My Log1 Mod: Master Arrak's Treasure
Re: [WIP] Grimrock Model Tookit
Right click on it in model folder and rename it .model
LordGarth
LordGarth
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