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Keyframe and Mesh animations are 2 different things.
The Crew animations use a combination of both. I do not know if S3D will import a set Keyframe that does not match an existing Keyframe thing? In other words. If there are 30 Keyframes and I want to import 50. Will S3D do it? :hmmm: I never tried it as I use a different Tool to import KeyFrame stuff. |
I cannot tell on english... :hmmm:
In game we have vertexes animation. If to tell in other words in defined moments of time, we have certain vertexes positions of object... It is possible to name as KeyFrames. When i did animation (for example pennants or flags) in 3ds Max i used Snapshot Tool to get 100 meshes (vertexes positions of object) through certain quantity of time/frames. For example, full animation - 800 frames (speed = 25 FPS or other), selected Range = 243... 412 frames, Copies = 100, Clone method = Mesh... and result - 100 meshes (with different or not vertexes positions). Then import in dat-file using S3D (with calculating and adjusting time-step). |
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For mesh animations (vertex/morph) as such you sortof 'render' specific static frames (OBJ) and then import those with S3D. The timeline does not have to be strictly fps bound though, because once in S3D you can adjust timings (albeit tedious compared to 3D studio). So if you have an animation that consists of 10 unique keyframes, but is stretched variantly accross a timeline, just import the 10 frames and adjust the timings in S3D for optimum performance. For key framed animations that animate a single static mesh (like propellers, parts of guns), there's no import option all together. You import the one mesh, and then just play with the animation controller to adjust timings and positioning of the mesh. |
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I've started useing a new Hex Editor that allows Custom Templates and Custom Scripts. So one could create the needed Templates and/or Scripts to extract the information from a file, then add it to an SH3 .dat file. It's roughly $50 U.S. paperbacks to buy for non-commercial work. Not bad for a Tool that has unlimited uses in many areas. I've seen several Games being Modded with this Editor already! |
One thing I did notice about the MeshAnimationData2?
There are 2 Frames numbered as Frame 0! :hmmm: I'd delete the second one and see what happens. It may be a transitional frame? Another reason to bring this thread up? Hans is mistaken thinking SH3 uses bones. It's all mesh animimations based on keyframes. It's quite simple if you follow the basics layed out. To make it more that it is? You are just confuseing yourselves. |
great to see this is further investigated!...i wish i would have more time to help. sad one, i know. but i would love to try your finds!
thanks a lot for the work so far! :salute: |
Moin,
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Regards, DD |
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http://www.sweetscape.com/010editor/ I've already started templates and scripts to extract 3D models from 'PT Boat' files. The goal being to create an extraction/importation Tool. |
Thanks for the quick reply, mate.
Check your gmx account. You have mail. RING! RING! Regards, DD |
Looking at the files?
I kind of see what is going on with Data2. :hmmm: It will take a few more days probably to have the answer as to what is actually going on. Then it may require more then S3D to work with. |
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Nice to see you are still on this because i did a lot of reading in the past week and what i mean by bones is that the based mesh is always animated with bones system and if we can export the whole rig in the 3d application we can then modify the based mesh at will this mean brand new character crew and animations. It is done frequently on many others game they just write an import/export script for the proper 3d application. I have characters already rig with bone system and morph target for lipsynch they are rig the same ways that current studios are making them. Just wish we will be able to put them in SH3 they are waiting for this moment:up: Best regards Hans |
...seems as something great is beeing done here...
once again... a really great community here. really... :yeah: |
MeshAnimationData2 successfully exported, modified, and re-imported with NO distortions.
:up: I'll do a few more to verify the process then we should be off and running! :rock: Now, there are NO bones to export nor import for SH3! How you animate the characters does not matter. But you must export each frame as a seperate .obj file. Those frames are then imported with S3D or whatever Tool you happen to use. |
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Ok now i get it s3d just take the keyframe generated by the bones animation:up: But so far we still cannot modify the based mesh? Also when exporting animation frame in s3d what your workflow to make it work in game? So if i do some morph animation then i just export it as keyframe or do i need to used the morph controller? Best regards Hans |
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Moin Hans,
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As your animation will consist of a sequence of frames, all you have to do is to export each of these frames to *.obj file format using sequential numbers. The very first *.obj file however must come with a corresponding *.mtl file. All other *.mtl files are obsolete and will be ignored by S3D. The *.datīs 3d_model node will hold the base frame/3d object while the rest of the animation will be put into the corresponding sub node holding all needed information about the deviation of each vertex during the animation, but no 3d model data at all. Thatīs why it is vital that the number of vertices is exactly the same for all *.obj files. So, you can alter the based mesh, as you name it. But you canīt alter this one alone. As a result the animation will not work. There is one exception though. When you extract the base mesh and alter it without changing the number of vertices and without changing the triangles regarding their vertex dependencies (donīt know if thatīs the right term) it will work. But to what use? This approach would be useful only if you want to change the texture mapping coords for the base texture or for the lightmap. Regards, DD |
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Thank for replying, what i mean by modifying the base mesh ex; Body01 i was just trying to move the vertices around without modifying their count and the purpose was to reshape the base mesh to make ex; pant straight instead of pant in boots and to reshape the waist area to get a proper mesh to apply a reefer jacket on officers. Even if i don't modify the vertices amount just moving them slightly screwed the mesh in game! And i would be satisfy even without modifying the animation, simply put i want to add a better 3D crew model in game. So far now no one was capable of modifying those crews 3D models:nope: Best regards Hans |
Make sure your 3d proggy does not optimize while exporting. They usually do and weld close vertices together. Thus youīll end up with a lower poly count.
Btw, Iīve puzzled together the animation of one crew in a single *.dat more than a year ago. Thus I could check a particular crew animation in S3D. Therefore Iīm sure it is possible to alter. The major problem, the bodies stored in the respective *.dat file(s) serve as a base for all crew animations used ingame. And there are many! Regards, DD |
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Maybe you point me in the right direction because if i am not mistaking i think S3D editor do optimization automatically by reducing vertices count? I also remember i did try to change the Unwrap UVW layout on those body01 because ubi put the pant and sleeve overlapping so we cannot texture the pant part independently, so i just separated the pant and sleeve in independent UVW chunk but again only changing this screwed the mesh in game. Will try to see where i can disabled the vertices optimization in S3D editor and will try again to move those vertices on mesh. Only by moving the vertices i can achieve a lot better crew models. Best regards Hans |
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