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-   -   THE Ultimate Animation of Crew Thread (https://www.subsim.com/radioroom/showthread.php?t=176928)

Madox58 04-09-11 12:22 PM

Well, haveing 2 frame 0's is no problem.
Exporting and then re-importing the animations is also no problem.
It's the weird Texture count thing with the SH3 crew models.
Now if one were to redo every animation used by SH3 Crew?
The Crew animations can be changed as far as I've tested to date.
I'm wondering if those extra texture coords are left over from the failed dynamic shadows stuff.
:hmmm:

SH4 does not show a reduction of the same type info when one exports and imports Crew models.
(It's a totally different problem there!)

And remember, S3D was aimed mostly at SH4.

Anvart is correct in the fact that exporting as an obj from other programs
changes the order of stuff.
SH3 used kashmir which did all the changes to dat format.
Who knows how that was coded to read and change the files!

Anvart 04-09-11 02:17 PM

Quote:

Originally Posted by privateer (Post 1639196)
...
Who knows how that was coded to read and change the files!

Using Archiver (IIRC, ZIP or RAR) extract Pack3D and explore the code (on java) ...
...
My rule for S3D:
for import - uncheck all items in Geometry section;
for export - uncheck all items in Geometry section.

P.S.
Sorry i badly understand your english... :timeout: is my problem...

Madox58 04-09-11 10:00 PM

Hi Anvart,
Some where I have the source code for Pack3D!
Or did have at one point in time.
It may have been on a DVD I threw away.
:nope:
I never got into Java code much so never followed up on it.

Further on the tex coords stuff..........
The Body02 does not have as many and loses less on export/import.
So it seems to point even more to Dynamic Shadow uses that are not needed.

Hans Witteman 04-10-11 04:21 AM

Quote:

Originally Posted by privateer (Post 1639455)
Hi Anvart,
Some where I have the source code for Pack3D!
Or did have at one point in time.
It may have been on a DVD I threw away.
:nope:
I never got into Java code much so never followed up on it.

Further on the tex coords stuff..........
The Body02 does not have as many and loses less on export/import.
So it seems to point even more to Dynamic Shadow uses that are not needed.

Hi mate,

Body02 is only seen outside maybe that why seem to loose less on import/export just a guess!


Best regards Hans

Anvart 04-10-11 05:16 AM

Quote:

Originally Posted by privateer (Post 1639455)
Hi Anvart,
Some where I have the source code for Pack3D!
Or did have at one point in time.
It may have been on a DVD I threw away.
:nope:

You know, I can't access to my disks...
and I don't recall any links to Pack3D.
Quote:

I never got into Java code much so never followed up on it.
...
I watched Pack3D code a very long time ago... but I think, you can see some low-level tricks of work with numbers ... (as source code)... but it's not Kashmir. :woot:

Madox58 04-10-11 09:35 PM

Most of the stuff from Pack3D has been replaced by S3D for most newer modders.
Older modders tend to use both for different reasons.
And some of us still Hex alot.
Both Pack3D and S3D have limits.
Hexing has only the limits of ones knowledge.
Even that is not enuff at times.

It is a fact that we can not alter the base model for any animation and expect the animations to work properly after doing so.
That has been a fact for years now.

The very best minds I have ever seen here at SubSim have proven that beyond a shadow of a doubt!

The only way to have new Crew Animations is to rebuild each and every animation used in SH3.
From the base models to every animation called by them.

The first order of business should be to determine which of the many animations are actually used in Game.
There are animations never used!

Hans Witteman 04-12-11 09:00 PM

Quote:

Originally Posted by privateer (Post 1640080)


The only way to have new Crew Animations is to rebuild each and every animation used in SH3.
From the base models to every animation called by them.

Hi mate,

I could managed to do them in reasonable short time because the kind of animation they had was really basic and look more like robots then human to me.

Simple loop of those differents animation sequence is really no big deal to do but could we replaced the base mesh with those new ones?

Also i can make them move like real human and give them a more random type loop like on watch.

If so i will start to do them on the spot but first i need to know if it would be possible to put them in game.

Best regards Hans

DivingDuck 04-12-11 10:39 PM

Moin Hans,

this wouldnīt be an easy task at all. This ...

http://i182.photobucket.com/albums/x...CH_Ani_001.jpg

http://i182.photobucket.com/albums/x...CH_Ani_002.jpg

... is the complete set of animations of the ChiefHelmsman alone, put together into a single *.dat. Donīt get me wrong. Itīs not a set of animation frames you see, but all animations for the CH, frozen. They just donīt dance for everybody. LOL. Had no opportunity to capture a video. If need will be, I can do so and upload it.

I have not counted them for the CH, neither have I for the other crew members. But there are a lot. :cry: Some of them I have never seen ingame.


As every crew animation calls upon the same base mesh from <Body01.dat> / <Body02.dat> youīd have to remake ALL animations for all crew at once. There would be no sense in just giving it a try for one crew member as either the new crew or the rest of them would crash due to distorted links between base mesh and animation data.

So, as long as we are not able to export the 3d object and re-import it without screwing the order of vertices, there is no way to do it easily.

I have not looked into the exported model in hex to check whether the coords got mixed up on export or import. If time permits Iīll have a look. But I guess it will come down to hex editing the object in/out.

Regards,
DD

Madox58 04-12-11 10:58 PM

:o
Someone has been busy!!
:har:

If you export the base mesh and the animations, open them in max by useing the mass importer, export them useing the mass exporter, then re-import to the dat?
The animations work fine.
I've not planted them back in Game to see if those lost tex coords cause problems yet.

But aside from that?
The heads are all keyframed animations!
Not mesh animations. As are the hats, and binos.
:doh:

BIG JOB!
:damn:

DivingDuck 04-13-11 10:19 PM

Moin,
Quote:

Originally Posted by privateer (Post 1641678)
:o
Someone has been busy!!
:har:
...

the busy German needed something to clear his mind. Besides I wanted to make Hans reconsider his plans. ;)

Quote:

...
If you export the base mesh and the animations, open them in max by useing the mass importer, export them useing the mass exporter, then re-import to the dat?
The animations work fine.
I've not planted them back in Game to see if those lost tex coords cause problems yet.
...
Additional tex coords should not bother the SH engine. They will be ignored as the MAD/MAD2 do not hold any / does not refer to them in any way.


Quote:

...
But aside from that?
The heads are all keyframed animations!
Not mesh animations. As are the hats, and binos.
:doh:
...
Adjusting the paths of the heads might turn out to be even worse than creating and importing all the animations.



Quote:

BIG JOB!
:damn:
too big for my liking. ;)


DD

Madox58 04-13-11 11:23 PM

Makes us a couple of SLACKERS don't it?
:har:

DivingDuck 04-13-11 11:58 PM

Slackers we are.

:()1:

I am the second from the left, first row. LOL.



Regards,
Diving Slacker Duck

Hans Witteman 04-14-11 01:50 AM

Hi shipmates,

I am still not discouraged:har: Believe me doing all crew animations would not be that long for me because i did a lot of character animation on another project and those loop are not long to do because the way interpolation controller work on bone system.

After our mod is release i could get on that but before investing time doing it i just want to be sure we can put them in game after?

Best regards Hans

DivingDuck 04-14-11 09:51 AM

Moin Privateer,

youīve talked about exporting and successfully re-importing MAD2 after hex editing. I reckon youīve hex-cut the obsolete tex coords before exporting?

DD

Hitman 04-14-11 09:56 AM

"Texas Chainsaw modders" :woot:

Madox58 04-14-11 09:56 AM

Nope.

Only thing I did was change the MAD2 to a MAD by changeing the 80 value to 00

so type 50 80 becomes type 50 00

Then exported the base mesh then the animations.
After the import/export in 3D Max I imported the animations first,
then the base mesh.

It plays fine in S3D.
We just don't have those extra tex coords.

DivingDuck 04-14-11 10:12 AM

As seen in an earlier post of mine Iīve copied the MAD2, pasted them into a new *.dat and linked them to the <Body1> base mesh. All 88 (or so) animations work in S3D.

But, when I export a sequence and import it right back into S3D, the animation is screwed. And it does not matter whether I hex it from MAD2 to MAD first. Itīs just screwed after re-import. And thatīs strange as all needed data are available and are altered in a single process. :hmmm:

For proof of concept Iīve stripped the CH.anm to hold only a single chunk of MAD(2). I am actually filling in a completely new animation sequence to see whether it works or not. So far the new base mesh shows correctly in game. But it has not moved yet. Because of a missing call or an error of mine remains to be checked.

DD

Madox58 04-14-11 10:19 AM

I exported the body01 and the animations.
I imported all of those obj files with the script I sent you.
I exported all of them with the other script.
Then re-imported to the dat.
Animation first, body01 (all 3) next.

Works fine in S3D

Here's the dats if you want to look at them
http://www.mediafire.com/?d8b5y45a2txd904

DivingDuck 04-14-11 10:37 AM

Thanks Privateer. However, I was too lazy to go via Max and back. I just gave it a second try. I have proof of concept now. I just had to wait a little longer until the animation was called. It works. All other crew are screwed of course. But Iīm a wee bit wiser and pleased with myself. As you said, it can be done, but only all at once or none.

@Hans:
if you are still willing to, it is possible. But I reckon the 3d modelling might be the funnier and smaller part of it.


Time to go back to 'Slacker-Mode'. :()1:

DD

Madox58 04-14-11 10:43 AM

:yeah:

Now that my theory has been confirmed by an outside Expert?
:woot:


It's off to 'Slacker Land' for me on this issue.
:()1:


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