Any chance you could post the updated script?Demonsangel wrote:Tiny update:
I'm having some trouble with bones:
Bones with Bones = rapi.multiplyBones(Bones)
Without
Do any of you see on sight what could be wrong?
I have 10 floats in my bonedata. 3 for xyz and 3 I guessed were Euler angles, so 4 remain. What else can be stored as float for bones?
Also, if Angles aren't Euler, how do you figure them out?
Fixed Sarah model:
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Heroes of Might and Magic 6
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Re: Heroes of Might and Magic 6
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Re: Heroes of Might and Magic 6
https://www.dropbox.com/sh/s40tyk9g7zl9xo6/e9fzv5KVOW
It's pretty slow because it still has an old search loop in it for skipping the animation data.
Emissive maps aren't auto loaded either.
It's pretty slow because it still has an old search loop in it for skipping the animation data.
Emissive maps aren't auto loaded either.
Re: Heroes of Might and Magic 6
I have 10 floats in my bonedata. 3 for xyz and 3 I guessed were Euler angles, so 4 remain. What else can be stored as float for bones?
_________________________________________________________________________________________________________________
May be the next 3 floats are scale related (though scaling bones isn't a good idea), kind of translate-rotate-scale. I opened an .ase file in text editor and saw there was:
TranslateX,TranslateY,TranslateZ
Rot_Axis_X,Rot_Axis_Y,Rot_Axis_Z,Rot_Angle (maybe instead there was RotX,RotY,RotZ)
Scale_Axis_X,Scale_Axis_Y,Scale_Axis_Z,Scale_Angle (maybe instead there was ScaleX,ScaleY,ScaleZ)
but then one float remains or 11 instead of 10.
Here is what it looks like in an .ase file with bones and there are some more data like inherit pos and row - if you know what it means maybe it can help
*NODE_PARENT "Bip01"
*NODE_TM {
*NODE_NAME "Bip01 Pelvis"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 -0.0000 -0.0000 1.0000
*TM_ROW1 0.0217 -0.9998 -0.0000
*TM_ROW2 0.9998 0.0217 0.0000
*TM_ROW3 0.0345 -2.5241 38.2930
*TM_POS 0.0345 -2.5241 38.2930
*TM_ROTAXIS -0.7071 -0.0077 -0.7071
*TM_ROTANGLE 3.1570
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
_________________________________________________________________________________________________________________
May be the next 3 floats are scale related (though scaling bones isn't a good idea), kind of translate-rotate-scale. I opened an .ase file in text editor and saw there was:
TranslateX,TranslateY,TranslateZ
Rot_Axis_X,Rot_Axis_Y,Rot_Axis_Z,Rot_Angle (maybe instead there was RotX,RotY,RotZ)
Scale_Axis_X,Scale_Axis_Y,Scale_Axis_Z,Scale_Angle (maybe instead there was ScaleX,ScaleY,ScaleZ)
but then one float remains or 11 instead of 10.
Here is what it looks like in an .ase file with bones and there are some more data like inherit pos and row - if you know what it means maybe it can help
*NODE_PARENT "Bip01"
*NODE_TM {
*NODE_NAME "Bip01 Pelvis"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 -0.0000 -0.0000 1.0000
*TM_ROW1 0.0217 -0.9998 -0.0000
*TM_ROW2 0.9998 0.0217 0.0000
*TM_ROW3 0.0345 -2.5241 38.2930
*TM_POS 0.0345 -2.5241 38.2930
*TM_ROTAXIS -0.7071 -0.0077 -0.7071
*TM_ROTANGLE 3.1570
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
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Re: Heroes of Might and Magic 6
ThanksDemonsangel wrote:https://www.dropbox.com/sh/s40tyk9g7zl9xo6/e9fzv5KVOW
It's pretty slow because it still has an old search loop in it for skipping the animation data.
Emissive maps aren't auto loaded either.
@demonangel Isn't ASE an ascii 3d max fileytype?
Re: Heroes of Might and Magic 6
.ase is a format that 3ds max can export into. It's a text file. I just exported some model with bones (not from Heroes6) to see how 3ds max does it.
Re: Heroes of Might and Magic 6
Though I think, it's unlikely, maybe they used rotation not around the appointed axis (start point in 0,0,0 and the second point is 3 floats) and then the 4th float would be the angle to rotate around that axis, but as it often happens they might use 3 rotations: rotate around y, then around z and then around x (I don't remember the order of those rotations, but probably it was so - I met it somewhere) - and thus there would be only 3 floats for rotation. And the other 4 floats could then be the same way, but for scale - i.e. the axis x,y,z coordinates (0,0,0 - x,y,z) and how much to scale along that axis - the 4th float.
Or vice versa - 4 floats for rotation (around the appointed axis) and 3 floats for scale (scale along x axis, then along y axis then along z axis - but I think the order doesn's matter for scale). So there would be 7 floats and 3 for bone translation/position.
There could also be the binding pose - the bones starting positions somewhere.
Or vice versa - 4 floats for rotation (around the appointed axis) and 3 floats for scale (scale along x axis, then along y axis then along z axis - but I think the order doesn's matter for scale). So there would be 7 floats and 3 for bone translation/position.
There could also be the binding pose - the bones starting positions somewhere.
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Re: Heroes of Might and Magic 6
I'm currently looking at another chunk which I first thought to be the bonedata but couldn't figure out because there wasn't any parenting data in it.
The model (Sentinel.gobj) in the pics has 77 bones but this unknown chunk has 64 entries with also 10 floats in it and some shorts:
These chunks are typically 10-20 entries less than the bonedata and are followed by 2 unknown chunks
(image is not for sentinel model but Sarah.gobj )
First chunk usually just lists shorts from 0 to amount of entries talked about above.
Second chunk is seperated in minor chunks with a max of 74 shorts each but it doesn't always fill these up (eg: 64 + 42 instead of 74+32)
The model (Sentinel.gobj) in the pics has 77 bones but this unknown chunk has 64 entries with also 10 floats in it and some shorts:
Code: Select all
2 -1 0 -1 | 6 -1 0 -1 | 8 -1 0 -1 | 9 -1 0 -1
10 -1 0 -1 | 11 -1 0 -1 | 12 -1 0 -1 | 13 -1 0 -1
18 -1 0 -1 | 20 -1 0 -1 | 21 -1 0 -1 | 22 -1 0 -1
23 -1 0 -1 | 24 -1 0 -1 | 25 -1 0 -1 | 26 -1 0 -1
27 -1 0 -1 | 28 -1 0 -1 | 29 -1 0 -1 | 30 -1 0 -1
31 -1 0 -1 | 32 -1 0 -1 | 33 -1 0 -1 | 42 -1 0 -1
43 -1 0 -1 | 44 -1 0 -1 | 45 -1 0 -1 | 46 -1 0 -1
15 -1 0 -1 | 47 -1 0 -1 | 48 -1 0 -1 | 14 -1 0 -1
49 -1 0 -1 | 50 -1 0 -1 | 51 -1 0 -1 | 52 -1 0 -1
53 -1 0 -1 | 54 -1 0 -1 | 55 -1 0 -1 | 56 -1 0 -1
57 -1 0 -1 | 58 -1 0 -1 | 60 -1 0 -1 | 61 -1 0 -1
62 -1 0 -1 | 63 -1 0 -1 | 36 -1 0 -1 | 35 -1 0 -1
34 -1 0 -1 | 64 -1 0 -1 | 65 -1 0 -1 | 66 -1 0 -1
67 -1 0 -1 | 68 -1 0 -1 | 41 -1 0 -1 | 40 -1 0 -1
39 -1 0 -1 | 37 -1 0 -1 | 69 -1 0 -1 | 70 -1 0 -1
71 -1 0 -1 | 59 -1 0 -1 | 73 -1 0 -1 | 76 -1 0 -1
(image is not for sentinel model but Sarah.gobj )
First chunk usually just lists shorts from 0 to amount of entries talked about above.
Second chunk is seperated in minor chunks with a max of 74 shorts each but it doesn't always fill these up (eg: 64 + 42 instead of 74+32)
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Re: Heroes of Might and Magic 6
Export from noesis to FBX/DAE/SMD and import it in blender.p4e4c wrote:Is it possible to view the files in Blender?
Karpati wrote:Demonsangel,
What is about the attached screenshot ?
Re: Heroes of Might and Magic 6
From his script? o.ODemonsangel wrote:Export from noesis to FBX/DAE/SMD and import it in blender.p4e4c wrote:Is it possible to view the files in Blender?
I'm sorry, but I'm an idiot -_- I need more information PLEASE c:
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Re: Heroes of Might and Magic 6
I have no idea what that is?finale00 wrote:Figure out how to use noesis...?