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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Sat Aug 01, 2009 7:04 am Post subject: ms3d importer/exporter plugins: testers wanted :) |
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Hi all,
I am writing a ms3d (milkshape 3d) exporter plugin for DeleD and I need animated DeleD models that I can try with the exporter so I can finish the animated joints support (yay!).
I have already tested it on Jeroen's animated lamp (works), and Chronozphere's animated mech (doesn't work correctly yet), but it would be great if anyone here had an animated model that I could test it with
Two videos of ms3d models animating:
working:
http://fpc4gp2x.eonclash.com/downloads/lamp_animation/lamp_animation.html
not working:
http://fpc4gp2x.eonclash.com/downloads/mech_animation/mech_animation.html
If you can help, it would be much appreciated, and the plugin can be released earlier as I might be able to debug it faster
Models can be emailed to here:
paulfnicholls AT gmail DOT com
Thanks for your time
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go...
Last edited by paul_nicholls on Thu Aug 06, 2009 7:58 am; edited 1 time in total |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Aug 01, 2009 5:37 pm Post subject: |
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Cool. A direct milkshape exporter. That beats exporting to obj then importing into milkshape. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Sun Aug 02, 2009 11:28 pm Post subject: |
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Hi all,
If you want to try the ms3d exporter/importer plugins, you can download them here:
http://fpc4gp2x.eonclash.com/downloads/ms3d_exporter_importer_plugins.zip
There is a read-me file you should read before using them.
They are definitely a WIP, but hopefully they should be still useful
Any issues, please email me (preferably with 'broken' ms3d model (for importer), or 'broken' animated DeleD model (for exporter)...
paulfnicholls AT gmail DOT com
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Wed Aug 05, 2009 2:30 am Post subject: |
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paul_nicholls wrote: |
Hi all,
If you want to try the ms3d exporter/importer plugins, you can download them here:
http://fpc4gp2x.eonclash.com/downloads/ms3d_exporter_importer_plugins.zip
There is a read-me file you should read before using them.
They are definitely a WIP, but hopefully they should be still useful
Any issues, please email me (preferably with 'broken' ms3d model (for importer), or 'broken' animated DeleD model (for exporter)...
paulfnicholls AT gmail DOT com
cheers,
Paul |
Hi all,
I have updated the plugins zip file with an updated version of the ms3d exporter - it now uses relative (relative to fillename) folders for the texture folder, and hopefully works a bit better with the ms3d output too...
Still, as above please email me with any problems
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Wed Aug 05, 2009 11:14 pm Post subject: |
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paul_nicholls wrote: |
paul_nicholls wrote: |
Hi all,
If you want to try the ms3d exporter/importer plugins, you can download them here:
http://fpc4gp2x.eonclash.com/downloads/ms3d_exporter_importer_plugins.zip
There is a read-me file you should read before using them.
They are definitely a WIP, but hopefully they should be still useful
Any issues, please email me (preferably with 'broken' ms3d model (for importer), or 'broken' animated DeleD model (for exporter)...
paulfnicholls AT gmail DOT com
cheers,
Paul |
Hi all,
I have updated the plugins zip file with an updated version of the ms3d exporter - it now uses relative (relative to fillename) folders for the texture folder, and hopefully works a bit better with the ms3d output too...
Still, as above please email me with any problems |
Hi all, I am pleased to announce that it SEEMS like I have solved my ms3d exporter animation bugs in the created ms3d animated files!!
Feel free to download the latest version from the above link
It hasn't been officially released yet, but PLEASE give it a try!
Here is chronozphere's animated mech in ms3d format now animating correctly
http://fpc4gp2x.eonclash.com/downloads/mech_animation_working/mech_animation_working.html
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Thu Aug 06, 2009 4:32 am Post subject: |
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I have updated the zip file again with a new version of the ms3d exporter.
It now creates a log file in the same folder as the exported ms3d model with a name like this:
Code: |
<ms3d file name>_logfile.txt |
It contains any material file names that were too long and were truncated to the maximum 128 characters.
It also contains animation information; see example below with 2 animations:
Code: |
Total number of key-frames: 7
Animation#0001 ("animation"): key-frame indices (0000 - 0002)
Animation#0002 ("animation"): key-frame indices (0003 - 0006) |
This might be handy if you have multiple animations and want to know what keyframes to use when animating it
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Thu Aug 06, 2009 6:05 am Post subject: |
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This is realy cool Paul,Thanks for all your hard work .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Thu Aug 06, 2009 6:10 am Post subject: |
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granada wrote: |
This is realy cool Paul,Thanks for all your hard work .
Dave |
I'm glad I can help the DeleD community
BTW, I should mention that without heaps of help I got from tpascal who lurks in www.gamedev.net (and possibly www.pascalgamedevelopment.com), I wouldn't have gotten this last bit working for a while yet
Of course, there is also the initial plugin and DeleD animation help I got from jeroen and PJ
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Fri Aug 07, 2009 1:05 am Post subject: |
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The exporter exports my animations and my textures, but the textures don't show up on the model.
In Deled so you can see what it's supposed to look like
How it looks in ms3d
The zip file
Hope this helps. Included in the zip is the mtl file from the obj I exported to grab the textures. You can ignore that. Also, the export didn't export my textures with the model. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Fri Aug 07, 2009 1:24 am Post subject: |
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Thanks
I will look ASAP, but my first guess would be that the texture filename(s) inside the ms3d model aren't correct for some reason - chopped off for being longer than 128 characters is one possible reason, or just invalid for whatever reason is another...
EDIT: hmmm...after looking in the generated log file, I can see the material filenames weren't too long (none mentioned in the file)...
Must be another reason...I will look into it.
Thanks for the test case
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Fri Aug 07, 2009 2:29 am Post subject: |
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Hi Michael,
it doesn't help you with the waterwheel model not exporting due to a range-check error now happening, but I DID find a texture folder file name bug I had introduced
That is fixed and the zip file has been updated...
I am now trying to find the rang-check error that the waterwheel scene is causing.
Thanks for your patients....
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Tue Aug 11, 2009 6:08 am Post subject: |
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Hi Michael and All
I have now uploaded new versions of the ms3d exporter and importer plugins.
Changes:
1. Fixed range-check error when exporting Michael's waterwheel scene so it now exports to ms3d ok.
2. Updated the main form code so hopefully the ms3d exporter/importer graphics appear on all the users's machines. This was only a cosmetic issue, but I wanted to fix it
NOTES ms3d rotational keyframes need 3 or more keyframes from DeleD, otherwise the output doesn't animated - it just shows the keyframe index changing but the output doesn't rotate.
So Michael, you need to add in a 3rd rotational keyframe to your spin animation on the waterwheel for it to actually spin in ms3d
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Aug 11, 2009 6:22 am Post subject: |
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paul_nicholls wrote: |
NOTES ms3d rotational keyframes need 3 or more keyframes from DeleD, otherwise the output doesn't animated - it just shows the keyframe index changing but the output doesn't rotate. |
Ah, that's good to know. Do you know why Milkshape requires 3 or more keyframes? It seems like a rather strange constraint. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Tue Aug 11, 2009 6:52 am Post subject: |
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Jeroen wrote: |
paul_nicholls wrote: |
NOTES ms3d rotational keyframes need 3 or more keyframes from DeleD, otherwise the output doesn't animated - it just shows the keyframe index changing but the output doesn't rotate. |
Ah, that's good to know. Do you know why Milkshape requires 3 or more keyframes? It seems like a rather strange constraint. |
Perhaps I'm wrong...
Michael had this value for his second rotational keyframe:
Perhaps this value (in radians) screwed up the animation?
it is very close to -2 * PI...
Code: |
-1.4692820413523074713233440994232e-5 |
difference to be exact.
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Tue Aug 11, 2009 10:46 am Post subject: |
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Actually, there's a thread here where I talked/asked questions about making a rotational animation. I was having problems becouse I added a keyframe in the middle. From that keyframe, the waterwheel would spin backwards. I used, (I believe it was) Jeroens advice to get it to work.
Edit: It wasn't as difficult to find as I thought it would be. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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