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Re: Noesis g1m/g1t/g1a importer

Posted: Wed Mar 17, 2021 10:01 pm
by Joschka
Firefly177 wrote: Wed Mar 17, 2021 9:11 pm I got some problems with OPPW4 animations. They all appear to be completely broken. Maybe I did something wrong?

https://i.gyazo.com/ca7a20aecc17d8eb075 ... f04de0.mp4
Thanks for the report, I broke something with the last versions. I'll push a fix when I have the time.

EDIT : This is now fixed in the latest version https://github.com/Joschuka/Project-G1M ... g/v1.4.2.2

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Mar 18, 2021 9:45 pm
by Firefly177
Thanks for the fast fix Joschka!

Now I got a little problem...
How can I fix that the weapon is on an 90° degree in all animations?
https://gyazo.com/a79062cab91d00798155f4fb3d8504ed

Edit:
Better picture:
https://i.gyazo.com/93b6f54d251e17b8ebb ... 945623.png

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Mar 18, 2021 10:10 pm
by Joschka
Firefly177 wrote: Thu Mar 18, 2021 9:45 pm Thanks for the fast fix Joschka!

Now I got a little problem...
How can I fix that the weapon is on an 90° degree in all animations?
https://gyazo.com/a79062cab91d00798155f4fb3d8504ed

Edit:
Better picture:
https://i.gyazo.com/93b6f54d251e17b8ebb ... 945623.png
Ah yeah I can't do much about that, basically Koei has some special meshes that don't have weights or bone indices at all. Usually these are physics meshes but it happens that some rare other meshes don't have some either (they have a special flag for these). I don't know how they end up getting attached for now unfortunately.
What happens here is that the very basic autorig functionality weighs the mesh to the closest bone. But it's probably not the right one and it's done roughly, hence the wrong weapon positionning. If you disable the autorig (turn off NUN autorig in the plugin's option), both his cape and weapon won't move during the animation. In the cape's case that's because it's supposed to be physics driven at runtime, in the weapon's case that's just because it doesn't have weights at all.
Image

However as you can see he has a dedicated socket bone for the weapon Image

So what I'd recommend would be to export the animations and in your 3d software attach the submesh manually by either using a location/rotation constraint or by fully skinning the mesh to the socket bone.

Hope that helps.

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Mar 18, 2021 10:14 pm
by Joschka
OK actually just after posting this I think I got an idea about how they attach it by taking another look. I'll try something in a few days when I have the time since that will need a bit of testing but that's promising.

EDIT : Ok I don't know how I overlooked that before, it was actually pretty simple. Grab the latest plugin version on github and the weapon will be attached correctly.
Image

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Mar 18, 2021 11:35 pm
by Firefly177
Thank you for your awesome work- I'll try it tomorrow!

Edit: I meant the first idea you had. Not the fix. God damn, you're fast.

Re: Noesis g1m/g1t/g1a importer

Posted: Thu Mar 18, 2021 11:38 pm
by Firefly177
Joschka wrote: Thu Mar 18, 2021 10:14 pm OK actually just after posting this I think I got an idea about how they attach it by taking another look. I'll try something in a few days when I have the time since that will need a bit of testing but that's promising.

EDIT : Ok I don't know how I overlooked that before, it was actually pretty simple. Grab the latest plugin version on github and the weapon will be attached correctly.
Image
My dude you said a few days. Can I donate somewhere?

You fix it faster then I can thank you!

Re: Noesis g1m/g1t/g1a importer

Posted: Fri Mar 19, 2021 1:31 pm
by Joschka
Firefly177 wrote: Thu Mar 18, 2021 11:38 pm My dude you said a few days. Can I donate somewhere?

You fix it faster then I can thank you!
No worries, the fix was very simple after all, I just overlooked something obvious for this submesh type.
I appreciate the intent but I don't take donations, I just do REing for fun/learning. Buy yourself something nice with that money and drink to my health ; )

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Mar 20, 2021 11:28 am
by U653748
greetings all,

I ran into a strange problem after getting back into extracting Fatal frame 5 models again, it's similar to the issue i ran into last sept in which it does not display all the correct pieces on the swappable parts versions of the characters. However this time it's reading those individual swappable parts models just fine, but not the skeletons for them and a few parts are actually missing in the g1m version of the main body when viewed in Noesis.


(I am using the latest version of the plug in downloaded aprox an hour ago and a half ago at the time of the post and still getting the same result,
The older python script version appears to read the model just fine, so it appears to be an issue with the .dll version )

In the g1m file being read by noesis, the character is missing her hair as well as a flexible piece of cloth that is supposed to be apart of her top. (See examples 1 and 2 below)

Example1: G1m Version in Noesis
https://i.gyazo.com/59c66c7357f749d93b7 ... ac02cc.png

Example 2: OBJ version in Noesis
https://i.gyazo.com/d9cf4eb6b93cff95a31 ... 017523.png

In the OBJ version those parts are present, however they are out of place and centered on the grid in Noesis (turned off for better viewing). When extracting other versions of the same model with the same plug in these pieces are not only present, but also in their correct positions and with a skeleton.

Normally that wouldn't be an issue having multiple versions of the model, however this is the default version of this particular character, Labeled "H_YRI_A" or the A Version. it's counterpart labeled "H_YRI_L" or the L version do not share the same textures exactly and thus are not interchangeable. See example below

Texture difference between A and L versions
https://i.gyazo.com/9f9a2aa25e3c6492e63 ... 357ec5.jpg

as you can see the A version has 3 variants to swap between, and the L version only has one, the UV's for the A are sized differently from the L model to accommodate the 3 variations. the skin and face textures are also altered between the A and L models in a similar manner.

Link to the problem model in question.
https://www.mediafire.com/file/4tgg7uax ... es.7z/file

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Mar 20, 2021 12:12 pm
by Joschka
Tools -> Project G1M -> Merge all assets in same folder

Then open whatever g1m in your folder.

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Mar 20, 2021 12:17 pm
by U653748
Joschka wrote: Sat Mar 20, 2021 12:12 pm Tools -> Data Viewer -> Merge all assets in same folder

Then open whatever g1m in your folder.
That did the trick, thanks for the help :)

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Mar 20, 2021 10:48 pm
by FannyTijeras
im unable to make the plugin work
the tools seem to be missing as well and i dont know what to do to fix it

Re: Noesis g1m/g1t/g1a importer

Posted: Fri Apr 02, 2021 8:54 am
by cjdung
Hello,how can i get the animation file from Dynasty Warriors 9 and load it in noesis? I have the g1m file from the linkdata and load it in blender.Really thanks.

Re: Noesis g1m/g1t/g1a importer

Posted: Sat Apr 03, 2021 10:29 pm
by Joschka
cjdung wrote: Fri Apr 02, 2021 8:54 am Hello,how can i get the animation file from Dynasty Warriors 9 and load it in noesis? I have the g1m file from the linkdata and load it in blender.Really thanks.
Hi,
I don't have the game myself but if this is like other linkdata games then animations are in separate folders when you extract. So for example folder 3000 or something would have the model while folder 4000, 4001 etc would have the animations.
Unfortunately there are probably no names so you'd have to find the g1a/g2a anim files and do some trial and error until you find the right ones.

So basically try to find folders with anim files, try these folders one by one on your character, then try to find a rule of thumb to match anims with the corresponding models (for example folder number + 1200 = anim folder or something like that).
This is the best I can do to help, without names you're going to need to do some manual digging.

Re: Noesis g1m/g1t/g1a importer

Posted: Tue Apr 06, 2021 8:01 am
by cjdung
Joschka wrote: Sat Apr 03, 2021 10:29 pm
cjdung wrote: Fri Apr 02, 2021 8:54 am Hello,how can i get the animation file from Dynasty Warriors 9 and load it in noesis? I have the g1m file from the linkdata and load it in blender.Really thanks.
Hi,
I don't have the game myself but if this is like other linkdata games then animations are in separate folders when you extract. So for example folder 3000 or something would have the model while folder 4000, 4001 etc would have the animations.
Unfortunately there are probably no names so you'd have to find the g1a/g2a anim files and do some trial and error until you find the right ones.

So basically try to find folders with anim files, try these folders one by one on your character, then try to find a rule of thumb to match anims with the corresponding models (for example folder number + 1200 = anim folder or something like that).
This is the best I can do to help, without names you're going to need to do some manual digging.
I don't know how to extract the linkdata into the g1a/g2a anim files.Basically I get the linkdata file extracted as .data file and dds texture, and I drag it on the ffsnt tool which will extracted .ascii model and I can import the model in blender.I just don't know how to get the g1a/g2a anim files.Hope you can show me how to access these files,thanks a lot.

Re: Noesis g1m/g1t/g1a importer

Posted: Mon May 03, 2021 2:32 am
by Tangil
Suppose if I want to merge a character's head with one of the generic class body models. How would I go around to do something like that?

I have attempted to do a merge with Marianne's head and one of the generic Myrimdon female body models by moving the g1m files for Marianne's head in the same place when the Myrimdon body g1m files, but it resulted in height mismatch with the neck and head floating just a little bit above the Myrimdon body model.

Also one more thing, for the female chest modifier, how do you apply that modifier into generic class body models, so that chest appears smaller or larger depending on the modifier? Or is that something that has done in our modeling program?