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Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 13, 2012 7:28 pm
by Demonsangel
https://www.dropbox.com/sh/qbct1tjyv7al ... e%20Nation
noesis script

It isn't finished yet, some models use 3 floats instead of quaternions and I couldn't get the armature correct for them.
I'm stil working on the rest of animation formats.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 13, 2012 8:27 pm
by pixellegolas
thanks for looking into this format. Really nice models so waiting patientlly :)

Re: Soul of the Ultimate Nation Model Format

Posted: Wed Jul 18, 2012 8:50 pm
by Rimbros
This its bether script thanks man, the last one i get keep out the meshes with doublefaces and errors, this rip out clean models, thanks man.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 1:37 pm
by Demonsangel
Updated the script so more models should work now.

I haven't checked all models so if a models doesn't work, post it's name + the subfolder where it's in here and what seems to be the problem
Make sure the debugger doesn't say "Version: 112 Skeleton won't show up correctly" if the animations don't seem right for a model. I'm still trying to correct it.

The script loads up all animations in the models subfolder, so make sure when you preview an animation in Noesis and it doesn't seem right it does actually belong to that model.
Alternatively you can create a subfolder "/anims" and it will load only the animations in there.

If the debugger shows something like attack1.wza it means it couldn't load the animation file so feel free to report that as well.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 5:48 pm
by Rimbros
Demonsangel wrote:Updated the script so more models should work now.

I haven't checked all models so if a models doesn't work, post it's name + the subfolder where it's in here and what seems to be the problem
Make sure the debugger doesn't say "Version: 112 Skeleton won't show up correctly" if the animations don't seem right for a model. I'm still trying to correct it.

The script loads up all animations in the models subfolder, so make sure when you preview an animation in Noesis and it doesn't seem right it does actually belong to that model.
Alternatively you can create a subfolder "/anims" and it will load only the animations in there.

If the debugger shows something like attack1.wza it means it couldn't load the animation file so feel free to report that as well.
The new plugin send this window in open Noesis and cant load any model. any idea how to fix that? thanks :D
Image

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 5:53 pm
by Demonsangel
Oops forgot to close the quotes, try now.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 9:33 pm
by Rimbros
Man, this its amazing and incredible plugin, u made a piece of art, 99% of the animations are loaded perfect and models too, Thank by your greath contribution and greath efort in made this plugin, one question its, if i want export animations from noesis separated i need delete the other animations from folder? since i see animations are already separated but in noesis run all the animations like one single.

I cant tell 100% because files like this
\Data\NPC\M0113 or M0131

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 10:26 pm
by Demonsangel
In noesis you can run a single animation by clicking it's name, it will then loop that animation.
To just load 1 animation create a "<your model folder here> /anims" subfolder and put the animation in there. Noesis will only load that one into the model.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 10:32 pm
by finale00
If he decided to load multiple animations would they be separated into their own tracks which you could go through by clicking the next/prev buttons?

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 10:41 pm
by Demonsangel
Image

To select a single animation you have to click on it in the list, there are no next/previous buttons only button to speed up/slow down animation preview speed.

I don't know of a way to select animations and only save those to the selected output.
I've tried to install tkinter for Noesis, but it simply crashes when I place the dll's, to show a tiny GUI with all the animations listed in there with some checkboxes.
I have to wait till Noesis supports multi select in the in-script file loader to change the way we load animations atm.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 10:49 pm
by finale00
lol if the user really needs it we can provide them with:

Code: Select all

files = []

filename = rapi.loadPairedFileOptional(...)
while filename:
   files.append(filename)
   filename = rapi.loadPairedFileOptional(...)
load_all_files(files)
So they just keep picking files until they hit cancel.

Re: Soul of the Ultimate Nation Model Format

Posted: Fri Jul 20, 2012 11:03 pm
by Demonsangel
I know, but I thought it was an ugly workaround. :p

Re: Soul of the Ultimate Nation Model Format

Posted: Sat Jul 21, 2012 4:12 am
by Rimbros
I already pick the animation walk, run, etc, best way its export .psk and animation to .psa, import in max with ActorX guildor plugin and choose the animation u want to run and export, in Noesis show export only first atack01 animations but already export all, ActorX divide the animations.

Re: Soul of the Ultimate Nation Model Format

Posted: Mon Jul 23, 2012 5:23 am
by Rimbros
Data\Data\Armor\Valkyrie\A000

All face and hair files have error, cant be loaded.

Any idea to fix?

Re: Soul of the Ultimate Nation Model Format

Posted: Mon Jul 23, 2012 6:32 am
by fatduck
Demonsangel wrote:I see you support Soul of the Ultimate nation, could you explain the boneRotation info for mesh versio 112?
I can get the other versions to work, but not the Euler angle ones.
As far as I remember, the float value you read from wza are radian. so you have to convert [radian_X,radian_Y,radian_Z] into [degree_X,degree_Y,degree_Z].
Then use this value as Euler angles. But as I remember, the rotation are reversed. So you have to apply conjugate() to it to mke it work!

Good Luck!