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Old 12-19-24, 12:12 PM   #1426
Jeff-Groves
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Perhaps provide the obj file/files so We can check them.
You might have different counts in V between the main obj and AO obj.
S3D don't like that!
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Old 12-22-24, 07:04 AM   #1427
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If skwasjer ever comes back we should tell him.
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Old 12-22-24, 09:52 AM   #1428
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Default Welcome back!

skwasjer!after a 5-year 'silent run'!
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Old 12-22-24, 01:21 PM   #1429
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Great to see you pop in!


So maybe you just might Update S3D a tiny little bit? It seems all the rage to Update stuff here recently.


For an example.
Maybe take an SH4 animation file and render a 3D Model so one could change the animation and create a new one?
Allow MeshAnimation2 to be exported and imported without doing Hex Editor stuff?

Last edited by Jeff-Groves; 12-22-24 at 04:59 PM.
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Old 12-22-24, 05:03 PM   #1430
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Incase you have not kept up?
I can rip animations from SH5 and import to SH4.
I've not released that information yet since no one even does much animation work. I'd say most animation work is really simple but high over head stuff.
Like Keyframe and simple MeshAnimation stuff.
There is a WHOLE nother World if one can access the Bones stuff!
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Old 12-23-24, 04:47 AM   #1431
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Hey Jeff,

I most definitely have not kept up, but good to see you still rockin' it. I just stopped by out of curiosity to see how SH and the community was doing.

I always said I'd be interested to just release the code so its development can continue without my (active) intervention. But even though I did manage to release the file parsers like 4-5 years ago IIRC, just this alone took a lot of work because I had to modernize the toolchain to make it work (for general consumption) and remove a lot of licensed code, and address some other issues.

But to give you an idea, the S3D application itself (which uses those parsers) contains probably 8-10x more code, uses old dependencies, has similar issues (with regards to licensing, dependencies, etc.), has an installer project that no longer works, etc.

The amount of work needed to modernize S3D is not trivial, and I am not sure it is worth the time anymore. Surely, the SH (mod) scene is not as active as it used to be?

Perhaps when I retire IRL, who knows, getting there
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Old 12-23-24, 08:32 AM   #1432
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Originally Posted by Jeff-Groves View Post
Perhaps provide the obj file/files so We can check them.
You might have different counts in V between the main obj and AO obj.
S3D don't like that!

It is simply the hull model from the 641-Foxtrot Sub published here many many years ago.


I only exported it from S3D into Blender to slightly correct its orientation. After export from Blender (trying out numerous settings) upon reimport in S3D that error message keeps occuring.
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Old 12-23-24, 10:07 AM   #1433
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skwasjer! The legend! Good to "see" you. Thank you for Silent 3Ditor young man!
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Old 12-23-24, 11:34 AM   #1434
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skwasjer,
I've got the files you released but it's WAY above my simple skill level!


Along with a friend from another forum (That forum is no longer around),
We wrote a python script for Noesis that allows one to rip SH5 Models and animations. Those get exported in FBX format to import to Blender.
Then the obj files can be exported in mass to import to meshanimations with S3D.

I have a modified version of that script that spits out the information I need to build SH4 animations. That I have not released as I use a Hex Editor to build the SH4 animation dats. I can feel people shuddering at the mere mention of a Hex Editor!
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Old 12-23-24, 11:36 AM   #1435
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Quote:
Originally Posted by Senf-Man82 View Post
It is simply the hull model from the 641-Foxtrot Sub published here many many years ago.


I only exported it from S3D into Blender to slightly correct its orientation. After export from Blender (trying out numerous settings) upon reimport in S3D that error message keeps occuring.
Without the obj files that you did? I can't help you. Sorry.
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Old 12-23-24, 12:52 PM   #1436
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Without the obj files that you did? I can't help you. Sorry.

I have no option to attach them here, are you on discord subsim? I tried to do the required x-axis rotation in S3D, but the game keeps ignoring in. I don't suppose there is a function to apply rotation in (so new value goes "0") in S3D?
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Old 12-23-24, 01:00 PM   #1437
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You can send the files through email if you want.
I'll PM you my email address.
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Old 12-23-24, 02:00 PM   #1438
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Quote:
Originally Posted by Senf-Man82 View Post
It is simply the hull model from the 641-Foxtrot Sub published here many many years ago.


I only exported it from S3D into Blender to slightly correct its orientation. After export from Blender (trying out numerous settings) upon reimport in S3D that error message keeps occuring.
Check your import / export settings in Blender Senf-Man82. You might notice that Blender imports with the boat looking to be setting on its tail. When you export, it might lay it flat on its hull, plus there are the the other settings that matter in the export dialog. I'll see if I can find mine here in a bit... Nothing too difficult, just frustrating to get set correctly.
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Old 12-23-24, 02:15 PM   #1439
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I don't believe his is a matter of X or Y up.
It's a total failure to import. I think it's a mismatch of Verts between the main obj file and the AO obj file.
That's an easy mistake to make for newer users of S3D.

You can set Blender to Import with the Y axis as up to avoid that standing on tail thing you know.
Do I need to get my box of crayons out and draw a picture?

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Old 12-23-24, 02:20 PM   #1440
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Quote:
Originally Posted by Jeff-Groves View Post
I don't believe his is a matter of X or Y up.
It's a total failure to import. I think it's a mismatch of Verts between the main obj file and the AO obj file.
That's an easy mistake to make for newer users of S3D.

You can set Blender to Import with the Y axis as up to avoid that standing on tail thing you know.
Exactly. You can also save the config you use for later recall, but remembering that at times is a bit of an old man bother... sigh
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