I'm really trying to understand how to get animations to fbx in my win 10x64, but no win.
Can someone save screen-video, how do u do it? When miss all problems - because I have fatal error with all havok tool versions for 3dsmax 2017
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Bloodborne
- TokiChan
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Re: Bloodborne
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Re: Bloodborne
Beela wrote:Storybook Do you have any data in these lines for you or you modified them like me?
Me too, I am also using it arbitrarily. and I use havok content tool for transform .xml
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Re: Bloodborne
I use Fallout4 animation kit for transform .hkx -> .fbxTokiChan wrote:I'm really trying to understand how to get animations to fbx in my win 10x64, but no win.
Can someone save screen-video, how do u do it? When miss all problems - because I have fatal error with all havok tool versions for 3dsmax 2017
but it's not binary fbx(it's ascii fbx)
finally bone is't rigging mesh.. so mesh was broken when add animation
this problem is very fatal
PS : if you use DS3 max script, mesh name is't coincide bone..
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Re: Bloodborne
mesh is correctly rigged with original animation skeleton, animation must work fine, and you've seen other people did itStoryBook wrote:finally bone is't rigging mesh.. so mesh was broken when add animation
Re: Bloodborne
I am a beginner in programming less than a year. and can't speak english well..daemon1 wrote:mesh is correctly rigged with original animation skeleton, animation must work fine, and you've seen other people did it
so I may have missed the message..
I think .ascii mesh is very good, because it's have normal, shader, albedo texture's information
so map object is used .ascii, but skeleton is extracted .smd
I try to animation combine, but failed.
With a little mercy. Can you tell me where the topic is located?
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Re: Bloodborne
So, both .ascii and .smd models are working. If you can't get some .smd, you must use bloodborne tool 1 or import the .ascii, delete the skeleton and import skeleton from skel.smd (need root it to 90* at X-axis)StoryBook wrote:I am a beginner in programming less than a year. and can't speak english well..daemon1 wrote:mesh is correctly rigged with original animation skeleton, animation must work fine, and you've seen other people did it
so I may have missed the message..
I think .ascii mesh is very good, because it's have normal, shader, albedo texture's information
so map object is used .ascii, but skeleton is extracted .smd
I try to animation combine but failed.
With a little mercy. Can you tell me where the topic is located?
Here are how I do (all bones are working, I get alot models) https://drive.google.com/open?id=1dCY1q ... 7cDdMmub5S
Here are you can see my small upload collection of BB https://tokami-fuko.deviantart.com/gall ... bloodborne
Gehrman is work fine too
If you have problems with weapons, you can delete the wrong from model and attach from parts weapon folder.
Or make new weight to weapon.
Last edited by TokiChan on Sat Apr 21, 2018 3:04 pm, edited 1 time in total.
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
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Re: Bloodborne
can you tell me which models have problems with weapons? gehrman?TokiChan wrote:If you have problems with weapons
- TokiChan
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Re: Bloodborne
Yes, Gehrman (but this was on BB tools 1, idk about version 2)daemon1 wrote:can you tell me which models have problems with weapons? gehrman?TokiChan wrote:If you have problems with weapons
Maybe someone else, but all other is fine.
Ptumerian queen have error when import SMD, but good with Ascii.
Kos (c4530 and c4531) have twisted bones, weight almost good.
Gratia (oo000636) have a skeleton, but no weight (for some objects it no work, but I think this is no big problem - no need for many peoples )
I think this is all in that moments
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
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- TokiChan
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Re: Bloodborne
I have the idea...
Any chance for same tools or adopt that to Dark Souls 2? DS2 scripts not working with almost all models (broken UV and weights)
I think, this will be great - I know alot peoples, who need DS2 models of characters and parts.
Any chance for same tools or adopt that to Dark Souls 2? DS2 scripts not working with almost all models (broken UV and weights)
I think, this will be great - I know alot peoples, who need DS2 models of characters and parts.
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Extracted, converted, rigged models
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons
Re: Bloodborne
Thanks for your kindess but Bone name is not same origin boneTokiChan wrote:Gehrman is work fine too
If you have problems with weapons, you can delete the wrong from model and attach from parts weapon folder.
Or make new weight to weapon.
I have homework,
it is making game without commercial engine
so i need resource
now i don't have enough time
I think it would be good to find other resources..
almost two month, thank to this page's people
See you later.
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Re: Bloodborne
Model tool v3 + updated texture tool at the first post
Model tool v3 now extracts original model skeleton. Both in ASCII & SMD, and ASCII has proper bone rotations (updated noesis script to load them included). Unfortunalety not much help from it - additional bones are just submesh bones, nub bones and some more useless stuff. But you dont have to replace skeletons from anim packages anymore, they will work out of the box.
Texture tool now must properly export all textures (including menu)
Model tool v3 now extracts original model skeleton. Both in ASCII & SMD, and ASCII has proper bone rotations (updated noesis script to load them included). Unfortunalety not much help from it - additional bones are just submesh bones, nub bones and some more useless stuff. But you dont have to replace skeletons from anim packages anymore, they will work out of the box.
Texture tool now must properly export all textures (including menu)
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Re: Bloodborne
ok but version 2 instead, what does it do?
edit:I tried the new version and I saw those bones, I was wondering, is not that those are for the use of the physics of hairs, cloaks, etc.?
edit:I tried the new version and I saw those bones, I was wondering, is not that those are for the use of the physics of hairs, cloaks, etc.?