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3d Models, animation importer - FatImporter
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Re: 3d Models, animation importer - FatImporter
This importer construct bone frame as dummy,so if u use bippy to xform animations,The dummy's construction direction
will make bippy construct the wrong direction bipes.like the red bones inthis picture below.it's pelvis bone,it should point upward but rightward.
Does anyone know which script file in this importer pack is used to construct bone frame?I will try to rewrite it.
will make bippy construct the wrong direction bipes.like the red bones inthis picture below.it's pelvis bone,it should point upward but rightward.
Does anyone know which script file in this importer pack is used to construct bone frame?I will try to rewrite it.
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Re: 3d Models, animation importer - FatImporter
I wonder if he even reads this anymore?
So, I tried to import models from Tales of Heroes: Twin Brave (since this and all of the Tales of the World games uses the same format). It worked for the most part, with the exception of a few models.
One error says "Exception: -- Unable to convert: undefined to type: Color". The other error I get is "Error in Mesh[0100]Chunk!". The model dumped looks like this:
The script for this one is "5a2cfd0f.ms".
So, I tried to import models from Tales of Heroes: Twin Brave (since this and all of the Tales of the World games uses the same format). It worked for the most part, with the exception of a few models.
One error says "Exception: -- Unable to convert: undefined to type: Color". The other error I get is "Error in Mesh[0100]Chunk!". The model dumped looks like this:
The script for this one is "5a2cfd0f.ms".
What game is it?falconcool wrote:This importer construct bone frame as dummy,so if u use bippy to xform animations,The dummy's construction direction
will make bippy construct the wrong direction bipes.like the red bones inthis picture below.it's pelvis bone,it should point upward but rightward.
Does anyone know which script file in this importer pack is used to construct bone frame?I will try to rewrite it.
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Re: 3d Models, animation importer - FatImporter
I want to do something new this year, so FatImport will not have a regular update!
But I will try to add 10 more games with 2013!
But I will try to add 10 more games with 2013!
No more Fatduck, no more FatImporter, Byebye everyone!
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Re: 3d Models, animation importer - FatImporter
You won my respect! TWICE!fatduck wrote:FatImporter Season 3 updated now!
Not much game this time, only 5 + 2 beta. They are:
(...)
- KwonHo: The Hero of Fist
Once by making this software and sharing it with us;
Twice by including KwonHo.
You're my HERO!
There's no way out, my destiny is to use 3DS Max, really.
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Re: 3d Models, animation importer - FatImporter
The Game is Doa Paradise, I too used Bippy and it didnt work well with this, the rotations are not correct.ShinKun wrote:I wonder if he even reads this anymore?
So, I tried to import models from Tales of Heroes: Twin Brave (since this and all of the Tales of the World games uses the same format). It worked for the most part, with the exception of a few models.
One error says "Exception: -- Unable to convert: undefined to type: Color". The other error I get is "Error in Mesh[0100]Chunk!". The model dumped looks like this:
The script for this one is "5a2cfd0f.ms".
What game is it?falconcool wrote:This importer construct bone frame as dummy,so if u use bippy to xform animations,The dummy's construction direction
will make bippy construct the wrong direction bipes.like the red bones inthis picture below.it's pelvis bone,it should point upward but rightward.
Does anyone know which script file in this importer pack is used to construct bone frame?I will try to rewrite it.
Someone should fix this, as the animations DOA paradise have do not move hands or toes or face with this importer. They use morphs for hands and face and plainly don't move toes unlike Doax2 (probably PSP limitations).
If someone makes a proper converter that would be nice.
Also some of the animations Base (Bip0) do not perfectly resemble the Paradise ones , theirs Jittering and pulling at times....
Its great anyway but this fix would be much more useful . Thanks! And let me know if anyone gets a solution to this!
DOAX 3 - I repeat - Dead Or Alive Xtreme 3 Has been announced but we need your support to get it outside Asia - Please Sign this Petition: http://chn.ge/1Iwi1sC
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Re: 3d Models, animation importer - FatImporter
I think this will help;
Normally bones from standard max characters have different pivot rotations than ones from Doa Paradise and some other games (I think Tekken 6 had this too).
For the Doax2 and Doa Paridise this easily noticeable when you click a bone and select rotate, what you will notice is instead of the pivot being from the top of the bone where it emerges from its parent the pivot on those bones is at the bottom.
Here is an example, I believe this will be of some help;
You select the Knee Bone OR what would look like the Knee but you notice it says LFoot because it controls the rotation of the left Foot which is below the knee and parented. This is not normal for rigs but it is here apparently. I think it is possible that because a Biped Hierarchy uses traditional parenting rather than the Doa Paradise and Doax2 method that it could be that the bone that is called the LFoot but is actually the LKnee would convert to the Left Knee of the biped but it would not move the LFoot because the Left Knee of a biped uses the standard self pivot which means it would rotate itself instead of the LFoot since the hierarchies are different.
Reply to this if this has helped you or if you want to say something .
Normally bones from standard max characters have different pivot rotations than ones from Doa Paradise and some other games (I think Tekken 6 had this too).
For the Doax2 and Doa Paridise this easily noticeable when you click a bone and select rotate, what you will notice is instead of the pivot being from the top of the bone where it emerges from its parent the pivot on those bones is at the bottom.
Here is an example, I believe this will be of some help;
You select the Knee Bone OR what would look like the Knee but you notice it says LFoot because it controls the rotation of the left Foot which is below the knee and parented. This is not normal for rigs but it is here apparently. I think it is possible that because a Biped Hierarchy uses traditional parenting rather than the Doa Paradise and Doax2 method that it could be that the bone that is called the LFoot but is actually the LKnee would convert to the Left Knee of the biped but it would not move the LFoot because the Left Knee of a biped uses the standard self pivot which means it would rotate itself instead of the LFoot since the hierarchies are different.
Reply to this if this has helped you or if you want to say something .
DOAX 3 - I repeat - Dead Or Alive Xtreme 3 Has been announced but we need your support to get it outside Asia - Please Sign this Petition: http://chn.ge/1Iwi1sC
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Re: 3d Models, animation importer - FatImporter
I had manage to update FatImporter Finally!
Basically, 5 more games added:
- Asda Story
- Amored Core for Answer (Ps3/X360)
- Dragona Online
- Realms Of Ancient War (thanks Allanoon for the donation)
- War of Dragons: Age of dragons
- YS Online: The Call of sodum
Download From SkyDrive
Extract all to your 3dsmaxXXX/scripts/ folder!
Basically, 5 more games added:
- Asda Story
- Amored Core for Answer (Ps3/X360)
- Dragona Online
- Realms Of Ancient War (thanks Allanoon for the donation)
- War of Dragons: Age of dragons
- YS Online: The Call of sodum
Download From SkyDrive
Extract all to your 3dsmaxXXX/scripts/ folder!
No more Fatduck, no more FatImporter, Byebye everyone!
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Re: 3d Models, animation importer - FatImporter
Nice update FatDuck!
Have you tried to use Bippy before?
Bippy converts Bones to Biped and works on standard rigs. But it doesn't work on some of the games where they have reverse bone pivots (read the posts by me in this thread on this page).
I would like to convert (as well as a few others here) Doa Paradise animations to Biped animations so they can be re-usable across many rigs. If you like download the tool as it is maxscript and check it out.
http://www.geoffsamuel.com/Project_Files.php?proj=6
Try using it on some of your rigs, you can modify the script for our personal uses to work in tandem with some of your games OR create your own custom rig converter. I am sure many of us would be appreciative.
if you do it I and maybe others will donate a little bit. I can donate $15 to your cause once its done, thanks again Fatduck!
Have you tried to use Bippy before?
Bippy converts Bones to Biped and works on standard rigs. But it doesn't work on some of the games where they have reverse bone pivots (read the posts by me in this thread on this page).
I would like to convert (as well as a few others here) Doa Paradise animations to Biped animations so they can be re-usable across many rigs. If you like download the tool as it is maxscript and check it out.
http://www.geoffsamuel.com/Project_Files.php?proj=6
Try using it on some of your rigs, you can modify the script for our personal uses to work in tandem with some of your games OR create your own custom rig converter. I am sure many of us would be appreciative.
if you do it I and maybe others will donate a little bit. I can donate $15 to your cause once its done, thanks again Fatduck!
DOAX 3 - I repeat - Dead Or Alive Xtreme 3 Has been announced but we need your support to get it outside Asia - Please Sign this Petition: http://chn.ge/1Iwi1sC
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Re: 3d Models, animation importer - FatImporter
Hy! Could you please make it to import animations from dragon ball raging blast . Noesis can export characters from raging blast, they are rigged, but without animation:(.
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Re: 3d Models, animation importer - FatImporter
I am intended NOT to suppot Standard ragging in 3dsmax. The reason is simply I don't won't want to turn FatImport into "Fat Convert" which in favour of modder hijacking game content!CDD Xtreme wrote:Have you tried to use Bippy before?
Bippy converts Bones to Biped and works on standard rigs. But it doesn't work on some of the games where they have reverse bone pivots (read the posts by me in this thread on this page).
FatImport use the game coordinate directly into 3dsmax. And I use 3dsmax internal animation function to rotate / flap into it's own coordinate (That why I like 3dsmax as my programming choice).CDD Xtreme wrote:Try using it on some of your rigs, you can modify the script for our personal uses to work in tandem with some of your games OR create your own custom rig converter. I am sure many of us would be appreciative.
If the game use the same coordinate as 3dsmax do. you will be luck enough to convert/reuse them!
I can make you a private version of DOAP importer which support Standard ragging! PM me for that.CDD Xtreme wrote:I would like to convert (as well as a few others here) Doa Paradise animations to Biped animations so they can be re-usable across many rigs.
No more Fatduck, no more FatImporter, Byebye everyone!