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Search found 66 matches
- Thu Jul 04, 2013 11:12 pm
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Plugin to export to a new format
As for the export handler, lets say I have a bsc converted to obj file, how would the obj file contain the same original bone name's? Since in order to convert it back to .bsc I would need that data as well. Is there a reason it has to be .obj and not .fbx or .dae? You could create an extra NoeBitS...
- Thu Jul 04, 2013 10:38 pm
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Plugin to export to a new format
Nevermind, it wasn't my fault. :) I broke GMO specifically, which is the only multi-model format I had laying around to test. Not sure off the top of my head what your problem is then. It sounds like the weights don't match the bones, or the anims don't match the bones. That's funny because all thr...
- Thu Jul 04, 2013 9:30 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
And is it possible to import collision data into Noesis? Since this is an unanswered question from your start post be informed that in Noesis.dll you'll find: -decalmesh - generates rendermodel collision/decal meshes (well, "generate" does not mean "import" but that's all I foun...
- Wed Jul 03, 2013 4:45 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Yeah, it should be easy, especially since your hierarchy is flattened. You don't have to worry about whether or not the bones are local to their parents. NoeAnims are basically just made up NoeMat43's, and a set of bones. You can give it the exact same set of bones you're currently attaching to you...
- Wed Jul 03, 2013 1:31 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Okay, I got pretty much everything fixed and done. I was wondering if there is a way to import each keyframe as an animation into Noesis? Is there any particular method to use?
- Wed Jul 03, 2013 1:26 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Looks pretty good, now since all the animation data is stored in each key frame, implementing animation support wouldn't be too difficult in Noesis right?MrAdults wrote:Congratulations, and well done.
What would be the best approach for this?
- Wed Jul 03, 2013 1:20 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
That's an easy fix. Don't plop the NoeMat44 data into a NoeMat43, use NoeMat44's toMat43() method instead. They aren't the same major, so it's not the same operation. YES IT WORKS! Damn man, couldn't believe this was the issue. Kinda amazed. Some models don't have the textures mapped correctly thou...
- Wed Jul 03, 2013 12:57 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
got a pic? which model u looking at? did you look at the vertex buffer and see valid blend weights and blend indices? cuz that's what you are binding in your noesis cose. Can't say for sure, but look at that model using that noesis script. the head and stuff are in the correct places, except the it...
- Wed Jul 03, 2013 12:15 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Pretty sure rapi.rpgSkinPreconstructedVertsToBones(bones) does that for me now.howfie wrote:you are not calling
mdl.setBones(your bonelist)
edit:
Nvm, mdl.setBones(bones) didn't change the structure, but it allowed me to view the bones (via F6).
- Tue Jul 02, 2013 11:05 pm
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Made my own attempt on adding association with the skeleton to the mesh files, still no luck meshes is scattered in different places.
Edit:
I noticed that rapi.rpgBindBoneWeightBuffer had no effect on the transformation of the model, I commented it and saw no changes.
Edit:
I noticed that rapi.rpgBindBoneWeightBuffer had no effect on the transformation of the model, I commented it and saw no changes.
- Tue Jul 02, 2013 9:39 pm
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Okay, now I'm getting an "WARNING: Mesh contains bone weights, but the model has no skeleton." error, not sure how to solve it. But one thing I know for sure this script is missing, is that there is no association with the bone names in the skeleton with the bone names in the actual model ...
- Tue Jul 02, 2013 9:53 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
Well I dealt with parsing few days ago already hence the code on the first page, like I have said before stuck on how to use this data to structure the model. I have tried with MrAdults suggested but to no avail. So I wont be able to make much progress until I can figure this out. I hope MrAdults ha...
- Tue Jul 02, 2013 6:29 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
for gr_bone.bon, at offset 0x2034E, you have 0x40 bytes of pointer data. it consists of a null terminated mesh name, Bone07, followed by a bunch of 0xCDCDCDCD values (invalid pointer). the next 4 bytes is the identifier the next 0x2D540 bytes is 0xB55 matrices, which are used to transform the Bone0...
- Tue Jul 02, 2013 5:49 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: Bone Mapping with Skeleton
So yeah Rich/MrAdults (That is you right?), I think the only data I can work with to make my models have a proper "stance" is to use this data: The matrices from one of the animation key frame. However, based on your posts, you implied there was a skeleton with weights, parent-child indexe...
- Tue Jul 02, 2013 5:11 am
- Forum: 3D/2D models
- Topic: [Noesis] Plugin to export to a new format
- Replies: 89
- Views: 27568
Re: [Noesis] Bone Mapping with Skeleton
yeah, then all this talk about weights and so on is kind of moot then. i'm no expert on noesis, but if you have the model format already figured out you should be able to dump some of this matrix data into a collada file or something and test out the animations. How would I map my current model imp...