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Re: [WIP] Grimrock Model Tookit

Posted: Thu May 02, 2013 9:11 am
by ForgottonKing
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

Posted: Thu May 02, 2013 9:30 am
by Leki
ForgottonKing wrote:this is a a real cruddy problem and I cant import any animations, I really need someone to help me with this.
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, please ;)

Re: [WIP] Grimrock Model Tookit

Posted: Thu May 02, 2013 9:36 am
by ForgottonKing
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

Posted: Thu May 02, 2013 9:49 am
by Leki
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 .

Re: [WIP] Grimrock Model Tookit

Posted: Thu May 02, 2013 7:39 pm
by JohnWordsworth
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.

Re: [WIP] Grimrock Model Tookit

Posted: Sun May 05, 2013 8:30 am
by ForgottonKing
I try using the max script and all I get is "No animated models where selectd. Export skipped."

Re: [WIP] Grimrock Model Tookit

Posted: Sun May 05, 2013 5:09 pm
by JohnWordsworth
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!

Re: [WIP] Grimrock Model Tookit

Posted: Tue May 07, 2013 9:08 pm
by remma
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

Re: [WIP] Grimrock Model Tookit

Posted: Thu May 09, 2013 5:07 pm
by Conchron
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?

Re: [WIP] Grimrock Model Tookit

Posted: Thu May 09, 2013 5:51 pm
by LordGarth
Right click on it in model folder and rename it .model

LordGarth