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#1 | |
Kaleun of U-3
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I would like to know what is the difference between the two MeshAnimationData and MeshAnimationData02? Best regards Hans |
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#2 |
Medic
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Hi Hans,
Well, it's near to the 1 million $ question... MeshAnimationData2 is the type of animations used mainly by the crew, as on the coning tower during watch. You can find them for example in POSW.anm. I'm able to import them in a .dat file and they indeed show in S3D. That's how I found that the first in the previous file was the one that is called when a watchman fines tune his binoculars. But once imported, I get the associated wracked mesh, thefore my question to Privateer. I've finished with the structure of the model chunk, and there is something disturbing with the way it handles the uv3 vts. |
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#3 | |
Kaleun of U-3
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Yes i understand some controllers are still to identify correctly, what baffling me is that even if i pull one single vertices on any body or head we got the same wacky mesh in game, normally since i was teaching animation and morphing then changing one vertex won't screw the animation if the amount of vertices remain unchanged. So my guess so far would be that a kind of a shell exist in an ACT file that identify the mesh integrity so finding that shell trigger could lead to success. In a word we need to find a way to lure the game engine to identify our new mesh as the original one. Let's team on this and i am convinced we will succeed, for the moment i am pretty busy finishing my own mod and it is a hell of a task for single man but the minute i will have spare time i will focus on crew animation i would love to be able to do it because i can animate anything professionally i am in the field since the early beginning under DOS. Best regards Hans Last edited by Hans Witteman; 11-10-10 at 04:35 AM. |
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#4 |
Admiral
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IIRC, MeshAnimationData2 has been conceived for characters...
MeshAnimationData - for other objects... ... the difference is that MeshAnimationData2 has two frames with the number 0 and with the same vertexes coordinates... i think, for the better pairing of sequence of different animations for the characters. *** Added. The cause of violations of the mesh during character animation (after export/import of character's model using S3D) is to optimize UV-coordinates (vt), S3D makes it automatically... see: http://www.subsim.com/radioroom/show...&postcount=552 http://www.subsim.com/radioroom/show...&postcount=554 Pak3D does not optimizes UV-coordinates therefore this problem is absent... but there are many other problems... ![]()
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#5 | |
Kaleun of U-3
![]() Join Date: Sep 2008
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Thank mate for the clarification on this controller but what would be really helpful for the community is a list of what controllers are usable for modding sh3 i look at all of them and some i think are not usable via S3D editor i might be wrong but i would like to know the one that work. Best regards Hans |
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#6 |
Stowaway
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Export the MeshAnimationData2 rawchunk.
Open it with a Hex editor. Change the SubType from 0X8005 to 0x5. So change the hex values 0580 at address 1C to 0500 Now import to the dat. S3D now sees it as MeshAnimationData and exports properly. |
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#7 |
Medic
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You're right. It works fine. I should have imported it on an already modified mesh. My bad.
Hex editing the mesh, I can delete the third channel and import it back. No problem in game. Of course it's always easier to cut than to modify, but it's a first step. The bad news is that Blender wracks the .obj produced by S3D. |
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#8 | |
Admiral
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I think Skwasjer already have answered your question... and has made it on good English... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#9 | |
Kaleun of U-3
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![]() Quote:
No problem mate i think your English is enough clear for me i am not so good either in English ![]() Best regards Hans |
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#10 |
Medic
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Obviously I'm not as much skilled in animations as you are
![]() but I can deal with basic ones. There are three points that should light bips on our board. - First, why put 15000 vt in a mesh if the model only use 4000 of them? - Second and more disturbing : it seems that MeshAnimationData2 is not fully tied to the model. I made the following test : after having imported the animation in a .dat file and gotten the "classic" behavior, I kept the animation but changed the 3D model to something totally different, the pescarus mesh indeed. And the mesh got animated! It looked like nothing but nonetheless the mesh moved! That leads me to think that MeshanimationData2 acts perhaps more like a filter for a mesh "prepared" to it. - Third, MeshAnimationData is called inside a <notset> node but MeshAnimationData2 is called inside a MeshAnimation node. What is the true nature of the MeshAnimation controller? A lot of questions, so few answers...But as said, we are just at the beginning of the process... Ironically, animations aren't my main goal. At the end of August, I began a project that I had in mind for a long time. A pause in my current career was the opportunity to start. I didn't know I was opening the Pandora box. From one problem to another, I ended up Hex editing crew meshes... I don't doubt that your TypeII will match the quality of the torpedo designed for it, so it's worth waiting... |
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#11 |
The Old Man
![]() Join Date: Apr 2007
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MeshAnimationData2 is technically identical to MeshAnimationData. The import sequence in S3D is the same. The only difference is a bitflag in the first section of the data (look at privateer's post above 0x5), and as previously stated seems to be used for crew. I needed to make this a seperate controller in S3D to support this bitflag but it in fact is the same controller in game. The game knows the difference only because of that flag.
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#12 |
The Old Man
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Another tip is you can also simply copy/paste the chunk, so unless you need a rawchunk for hexeditting purposes, I suggest do the easy way and just CTRL+C/CTRL+V
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#13 |
The Old Man
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You can drop uv3 channel. It is not needed, nor is 4th channel. Only the first channel (diffuse) is required and the 2nd is optional (occlude).
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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