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Old 11-04-20, 02:49 PM   #1
mkiii
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most of the early versions will not open files created with the last version,
most of them crash out cloning, or report broken chains.


all except 1.1.434.1 this version just opened my ix hull .gr2, it cloned a bone, saved the file, and it opens using the last version without errors,
so after this success I created a completely new bone, saved the file and it reopens in the last version without errors


I must never have tried this version, I just picked randomly out of the 33 versions you gave me, this time I started trying every one.


so I have cloned 1 bone, and created 3 new ones, in the same file, it opens in granny viewer, and it opens in goblin, so it seems to be working fine.

Last edited by mkiii; 11-04-20 at 03:04 PM.
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Old 11-04-20, 03:18 PM   #2
gap
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Quote:
Originally Posted by mkiii View Post
most of the early versions will not open files created with the last version,
most of them crash out cloning, or report broken chains.


all except 1.1.434.1 this version just opened my ix hull .gr2, it cloned a bone, saved the file, and it opens using the last version without errors,
so after this success I created a completely new bone, saved the file and it reopens in the last version without errors


I must never have tried this version, I just picked randomly out of the 33 versions you gave me, this time I started trying every one.


so I have cloned 1 bone, and created 3 new ones, in the same file, it opens in granny viewer, and it opens in goblin, so it seems to be working fine.
Most of the earliest versions have problems even opening stock files lol

I am glad that you finally managed adding the new bones

P.S: you didn't answer my question about the U-boat interior... Have you imported it already or are you planning to do it? That must be one of the trickiest parts: too many gauges, animated parts and crew animations to set up...
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Old 11-04-20, 04:14 PM   #3
mkiii
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well for a start we cannot create gr2 anims, so unless we can merge dat animations into the sub, it will be static meshes,

I spent ages trying to make the torp door+anims work for the ix without any great success.
I had started to do an aft torpedo room with 2 tubes in it. for the sake of appearances. then was going to worry about the rest at a later date.


not even looked at the waypoint stuff, although I remember "Vanilla" was doing things with them, with good results,



The main drawback is not being able to create new meshes, all we can do is subset meshes into one, and then repurpose the meshes for something else.
we can only work within the capability of the tools at hand.


I just do one thing till it works, then move on to the next problem, spend too much time looking at the big picture and its too much work.
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Old 11-04-20, 05:11 PM   #4
gap
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well for a start we cannot create gr2 anims, so unless we can merge dat animations into the sub, it will be static meshes,
That's certainly a possibility, nonetheless recently I dealt with dat (keyframed in my case) animation using S3e, and they are a bit tricky too...

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not even looked at the waypoint stuff, although I remember "Vanilla" was doing things with them, with good results
If you mean waypoints for walking crew animations, adding them should be a nobrainer (they are basically bones which can be cloned and moved around), but then, a new set of crew scripts would be required.

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The main drawback is not being able to create new meshes, all we can do is subset meshes into one, and then repurpose the meshes for something else.
we can only work within the capability of the tools at hand.
This is true, but should a GR2 file not have enough meshes, there is always the chance to link a GR2 model to another model stored in another file. I have not SH5 installed currently so I can't give you more details, but there is a special controller for this purpose and I think silentmichal exploited it for his interior mod

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I just do one thing till it works, then move on to the next problem, spend too much time looking at the big picture and its too much work.
You are naking a good point. Facing problems one by one is the only possible approach in this case
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Old 11-04-20, 05:27 PM   #5
mkiii
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I looked at keyframe stuff in the dats with s3d as well, figured I would be better getting the other things right on the ix first, before trying to learn a completely new thing.


must be the merge controller, saw that in goblin, thats what got me thinking about using the dat animations for the torp doors.


I also considered using a dial controller on each door bone, the logic being if it can move a mesh needle, it can move a mesh door also, just need to play with the numbers, to make it look reasonable....."maybe"
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Old 11-04-20, 06:05 PM   #6
gap
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I looked at keyframe stuff in the dats with s3d as well, figured I would be better getting the other things right on the ix first, before trying to learn a completely new thing.
I see another problem with dat animations: the SH5 engine is able triggering the appropriate animations when the right time comes. Dat animations used in SH5 might lack support and play indefinitely (just like the imported DC racks before Vecko removed the animation stuff from them)... but as you suggested, let's face problems one by one!

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must be the merge controller, saw that in goblin, thats what got me thinking about using the dat animations for the torp doors.
Exactly that!

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I also considered using a dial controller on each door bone, the logic being if it can move a mesh needle, it can move a mesh door also, just need to play with the numbers, to make it look reasonable....."maybe"
Yes, that's another possible approach, the main drawback still being triggering conditions for the animations to be played
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Old 12-30-20, 08:13 PM   #7
vdr1981
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Found this screenshot of your previous work mkiii. I must admit , my heart's trembling every time I see it...



This is what we should focus on in my opinion.

Last edited by vdr1981; 12-30-20 at 08:21 PM.
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