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Re: Might and Magic X Legacy

Posted: Fri Aug 12, 2016 5:00 pm
by Kwarc
Ok, but the question is how to extract animation from RAW data? File named 'shield-bash' should be AnimationClip.

Re: Might and Magic X Legacy

Posted: Fri Aug 12, 2016 5:27 pm
by shakotay2
It does not make sense to care for animations as long as you don't have a model with suiting skeleton and working skinning.

Re: Might and Magic X Legacy

Posted: Fri Aug 12, 2016 7:07 pm
by Kwarc
I understand, are you sure that model doesn't have skeleton?

Re: Might and Magic X Legacy

Posted: Fri Aug 12, 2016 8:14 pm
by shakotay2
talking about orc_warrior_base.dat? then, nope, I'm not sure.

But I didn't find any bone names in it. It's a waste of life and time to analyse 3D data without bone names.
So we don't even know the number of bones.

(Seems there's 105 matrices blocks.)

Re: Might and Magic X Legacy

Posted: Thu Sep 08, 2016 8:34 am
by Kwarc
I would try, but I don't know how to extract animation. Sample animation should be here (shield bash file). I would extract it from Heroes VI, but this script isn't finnished and I have no idea how to fix it :/

Re: Might and Magic X Legacy

Posted: Fri Sep 09, 2016 9:08 am
by shakotay2
Kwarc wrote:Sample animation should be here (shield bash file)
no, is not, there's the py script for Homm6 gobj files and a gobj sample.
(shield_bash.dat is from MMX, isn't it?)

Also we'd need the MMX skeleton before we can deal with animations.

And as I wrote 4 weeks ago:
"how should we know whether the [MMX] bones are named in the same way [as for the HoMM6 skeleton] if the don't have an MMX skeleton?"

We don't even know whether the skeletons have the same bone count.

Don't expect me to do a profound investigation - I don't have the time for such.
So if I don't understand some data after 15 minutes I'll stop.

(I'm more a patcher of scripts and sources if they don't behave like they should. :D )

Also I'm going to have hard times 'till Xmas so all what I'm doing here is just for relaxing. :)