Plz help the link you release is disable. could you reupload it plz thank you very muchalon wrote:They have different the software maker and file's properties even though they are the same flver files.hatyn wrote:Mr Adults, have you ever seen anything like these files before? Your input will be greately appreciated in my quest.
PokaPoka FLVER (with import script to blender -> viewtopic.php?p=56482#p56482 )
http://xis9.com/pokapoka.flver
Armored Core: For Answer FLVER
http://xis9.com/armored.flver
Dark Souls FLVER
http://xis9.com/ds.flv
http://xis9.com/ds2.flver
thanks for reading!
Another Century's Episode R - From Software / Banpresto
http://www.mediafire.com/?cnc1zwatgbaprod
Another Century's Episode Portable - From Software / Bandai Namco Games
http://www.mediafire.com/?b9mvx7wrtu1fh0g
Armored Core: For Answer - From Software / Ubisoft
viewtopic.php?f=16&t=7834
Dark Souls - From Software / Namco Bandai Games America
viewtopic.php?f=10&t=7852
MonHun Nikki: Poka Poka Ailu Mura - Capcom
http://www.mediafire.com/?5zrclo3r7c734i7
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Spotlight: Señor Casaroja's Noesis
Re: Señor Casaroja's Noesis
Re: Señor Casaroja's Noesis
Hi,is there a function in noesis to merge/weld vertices by threshold when export models?
Because when I export models from Final Fantasy type-0, there are a lot vertices been splitted. So the smoothgroups are broken. But the models in noesis look nice.
And I have tried obj and fbx. Obj files have right and locked vertex normal in maya, although the vertices are splitted. But vertices and vertex normal in fbx files are splitted, and I prefer fbx file because I also want the joints/bones in the models.
Maybe the bulid-in script for FF type-0 has problem to handle the vertices. or maybe the models is already broken but noesis can show them correctly.
The thick edges and hard edges are detached in the image.
Because when I export models from Final Fantasy type-0, there are a lot vertices been splitted. So the smoothgroups are broken. But the models in noesis look nice.
And I have tried obj and fbx. Obj files have right and locked vertex normal in maya, although the vertices are splitted. But vertices and vertex normal in fbx files are splitted, and I prefer fbx file because I also want the joints/bones in the models.
Maybe the bulid-in script for FF type-0 has problem to handle the vertices. or maybe the models is already broken but noesis can show them correctly.
The thick edges and hard edges are detached in the image.
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Re: Señor Casaroja's Noesis
You shouldn't be relying on welded vertices to generate smooth normals, even when models look "right" to you that means you're discarding their correct normals. Those Type-0 models all export correct normals. The FBX exporter also has an option to generate smoothing groups from vertex normals.
If you aren't getting smooth normals without welding, you're doing something wrong on import or in the modeling app.
If you aren't getting smooth normals without welding, you're doing something wrong on import or in the modeling app.
Re: Señor Casaroja's Noesis
But I tried -fbxnewexport, -fbxsmoothgroups and -fbxnotan, I also tried to tick combine per-vertex normals in maya and tried to tick smoothgroup in max. And I still can't get the right normal in maya or max. And the vertices are still splitted in all different commands.MrAdults wrote:You shouldn't be relying on welded vertices to generate smooth normals, even when models look "right" to you that means you're discarding their correct normals. Those Type-0 models all export correct normals. The FBX exporter also has an option to generate smoothing groups from vertex normals.
If you aren't getting smooth normals without welding, you're doing something wrong on import or in the modeling app.
Re: Señor Casaroja's Noesis
I found a command -edgewelder #, and I tried some different values, but the results were not what I want.
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Re: Señor Casaroja's Noesis
Can't you weld vertices in Maya and manage smooth groups manually?? In 3dsmax is frigging easy.wdw89 wrote:But I tried -fbxnewexport, -fbxsmoothgroups and -fbxnotan, I also tried to tick combine per-vertex normals in maya and tried to tick smoothgroup in max. And I still can't get the right normal in maya or max. And the vertices are still splitted in all different commands.MrAdults wrote:You shouldn't be relying on welded vertices to generate smooth normals, even when models look "right" to you that means you're discarding their correct normals. Those Type-0 models all export correct normals. The FBX exporter also has an option to generate smoothing groups from vertex normals.
If you aren't getting smooth normals without welding, you're doing something wrong on import or in the modeling app.
Re: Señor Casaroja's Noesis
Yes, I can. That is easy for one file not for lots of files. I just want to know is there a method for batch convert. It doesn't matter if I have to manually weld vertices. And noesis is a great tool to help me extract many models.Darko wrote:Can't you weld vertices in Maya and manage smooth groups manually?? In 3dsmax is frigging easy.wdw89 wrote:But I tried -fbxnewexport, -fbxsmoothgroups and -fbxnotan, I also tried to tick combine per-vertex normals in maya and tried to tick smoothgroup in max. And I still can't get the right normal in maya or max. And the vertices are still splitted in all different commands.MrAdults wrote:You shouldn't be relying on welded vertices to generate smooth normals, even when models look "right" to you that means you're discarding their correct normals. Those Type-0 models all export correct normals. The FBX exporter also has an option to generate smoothing groups from vertex normals.
If you aren't getting smooth normals without welding, you're doing something wrong on import or in the modeling app.
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Re: Señor Casaroja's Noesis
Combining edges, is a pretty simple task in all 3D softwares, though a lot of people don't realize that normals looking correct in 3d software isn't the same as normals looking correct in engine, 30 degrees often looks facited in maya with low poly models, but looks perfectly fine in the games original engine.MrAdults wrote:Why do I bother?
This said, fixing normals and welding verts isn't a difficult (though occasionally time consuming) task.
One of the main issues (and rather common in the forums I find) is people importing ripped models into Maya/max/blender but not actually knowing how to use the software itself past its most basic import/export functions.
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Re: Señor Casaroja's Noesis
Ok, I dont remember, is the format from Type-0 gmo?? then just use: -gmonorm
I've used that with doa5 files and exporting thiose models to smd and works fine.
I've used that with doa5 files and exporting thiose models to smd and works fine.
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Re: Señor Casaroja's Noesis
This appears to be an Autodesk problem (gasp! )
Even among their own products there's no consistency with the Filmbox format.
In 3ds Max and Maya the models have hard edges.
In Softimage the models are about 90% correct except for an occasional flipped normal here and there.
In Motionbuilder it's about 99% correct (which makes sense considering where the format came from).
Based on everything I've seen so far, I honestly think Mr. A knows what he's doing better than Audodesk does.
Even among their own products there's no consistency with the Filmbox format.
In 3ds Max and Maya the models have hard edges.
In Softimage the models are about 90% correct except for an occasional flipped normal here and there.
In Motionbuilder it's about 99% correct (which makes sense considering where the format came from).
Based on everything I've seen so far, I honestly think Mr. A knows what he's doing better than Audodesk does.
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Re: Señor Casaroja's Noesis
No, Type-0 is a proprietary format which exports its original normals. The gmo normal command was also deprecated a while ago. Since apparently that important tidbit of information I posted above was thoroughly ignored, let's try it again.
Do not weld vertices to make the lighting look correct. If you have to do this you are not using the vertex normals which means the lighting you are seeing is wrong and all intentional "hard edges" will be lost.
I'm not a Maya user, but it's probably something quite stupid going on like a simple viewport/render setting not being what it should be. Either that, or like TheDude just mentioned, the importer could be deciding to toss the normals and the smoothgroups. Just, please, for the love of shit, stop trying to fix it by welding the vertices.
Do not weld vertices to make the lighting look correct. If you have to do this you are not using the vertex normals which means the lighting you are seeing is wrong and all intentional "hard edges" will be lost.
I'm not a Maya user, but it's probably something quite stupid going on like a simple viewport/render setting not being what it should be. Either that, or like TheDude just mentioned, the importer could be deciding to toss the normals and the smoothgroups. Just, please, for the love of shit, stop trying to fix it by welding the vertices.
- BloodForce
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Re: Señor Casaroja's Noesis
can anyone give me some documentation for noesis? or Has anyone worked with animations in black desert?
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Re: Señor Casaroja's Noesis
I have noticed one pattern that may help you look into it should you encounter the same problem:MrAdults wrote:I've never encountered this behavior, it'd be useful if you could give me more specifics or especially a repro case.
When the problem occurs, it only occurs in the first recursive batch folder operation. Executing the exact same batch operation again, catches all the files in the recursive operation.
Hope it makes things clearer.