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Heroes of Might and Magic 6

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junk angel
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Re: Heroes of Might and Magic 6

Post by junk angel »

Demonsangel wrote:Tiny update:
I'm having some trouble with bones:
Bones with Bones = rapi.multiplyBones(Bones)
Image

Without
Image

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:
Image
Any chance you could post the updated script?
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

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.
Antonkf
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Re: Heroes of Might and Magic 6

Post by Antonkf »

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
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

What's an .ase file? I can't seem to find those.
junk angel
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Re: Heroes of Might and Magic 6

Post by junk angel »

Demonsangel 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.
Thanks

@demonangel Isn't ASE an ascii 3d max fileytype?
Antonkf
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Re: Heroes of Might and Magic 6

Post by Antonkf »

.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.
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Re: Heroes of Might and Magic 6

Post by Antonkf »

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.
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

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:

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     
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 )
Image
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)
Karpati
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Re: Heroes of Might and Magic 6

Post by Karpati »

Demonsangel,

What is about the attached screenshot ? :wink:
You do not have the required permissions to view the files attached to this post.
p4e4c
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Re: Heroes of Might and Magic 6

Post by p4e4c »

Is it possible to view the files in Blender?
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

p4e4c wrote:Is it possible to view the files in Blender?
Export from noesis to FBX/DAE/SMD and import it in blender.
Karpati wrote:Demonsangel,

What is about the attached screenshot ? :wink:
:(
Karpati
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Re: Heroes of Might and Magic 6

Post by Karpati »

Demonsangel,

If you would you like, I can share the way how can I get the correct bone positions...
p4e4c
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Re: Heroes of Might and Magic 6

Post by p4e4c »

Demonsangel wrote:
p4e4c wrote:Is it possible to view the files in Blender?
Export from noesis to FBX/DAE/SMD and import it in blender.
From his script? o.O
I'm sorry, but I'm an idiot -_- I need more information PLEASE c:
finale00
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Re: Heroes of Might and Magic 6

Post by finale00 »

Figure out how to use noesis...?
p4e4c
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Re: Heroes of Might and Magic 6

Post by p4e4c »

finale00 wrote:Figure out how to use noesis...?
I have no idea what that is? :(
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