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Old 09-10-13, 05:29 AM   #1
Madox58
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4 x 7 x 31

I've nearly got the extracted data ready to import to 3ds Max.
If this does work out the animations will be opened to extract/replace and add new animations.
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Old 09-11-13, 07:52 PM   #2
iambecomelife
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Quote:
Originally Posted by privateer View Post
4 x 7 x 31

I've nearly got the extracted data ready to import to 3ds Max.
If this does work out the animations will be opened to extract/replace and add new animations.
No Idea what you're doing or how you're doing it...but I'm glad to hear!
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Old 09-13-13, 08:32 PM   #3
Madox58
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I've got quite a bit of the animations format figured out so far.
Not as much as I'd like, but it's moveing along each day.
Alot of it I figure out by NOT working on it.


It's kind of 2 steps forwards and one back right now.
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Old 09-14-13, 03:46 PM   #4
Madox58
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Took a break today to go listen to some friends in a bunch of bands play.
While talking about some equipment the old "Dang! I should of thought of that!" hit me.

I came home and did a little experiment and SAW the biped from SH4 for the first time!!




It don't look like much but it's proof positive!

I can now start converting it to a common format that most programs will handle.

The format, as it is in SH4, is 7 floats.
X Y Z RX RY RZ W
The base biped is NOT transitional!! That's where I wasted alot of time and banged my head against a wall.
I'm guessing the animation frames will be the transitional stuff.

There are 31 parts so now you get my math.
4 x 7 x 31

The base biped is 868 bytes and each animation frame is 868 bytes.



The format I find closest to universal is the Collada dae.
It allows X Y Z RX RY RZ W to be exported.
It can also be parsed and converted to a format that can be placed into SH4.

Last edited by Madox58; 09-14-13 at 05:35 PM.
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Old 09-14-13, 06:56 PM   #5
Madox58
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I'll explain about transitional stuff a bit now.

If you use say even the dae format? each position adds to it's parents positional data to find it's actual position.

This is not true for the base biped in SH4.
Each position is actual position so we need to do the math and subtract from the parent chain to move the data to a useable format such as dae, bvh, etc.

We need to know what is that parent-child chain.
I'm not totally convinced it's as the biped is listed in SH4 Secondary.dat.
I also did not render it that way. Once an animation is exported and added to the base biped I have I'll know for sure.

Once this is all understood as We did for SH3? SH5 will be the next target.
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Old 09-15-13, 05:23 PM   #6
Madox58
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I sent a message to Skwasjer about the animations last night.
I know he did an update to S3D that he never released concerning SH5.
Not that I expect him to do anything to S3D but I figured he'd like to know things have progressed somewhat.


I've got a script started for 010 that rips the animations into a readable vertex7 format.

Another script I'm working on rips the base Biped and does all the math needed to plant the results in a dae file so it can be imported to different 3D programs.
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Old 09-15-13, 06:38 PM   #7
Bubblehead1980
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I am clueless on this but good luck, it could unlock a lot of things for this sim of ours.Let me know if can be of any help
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