Author Topic: Download link and main info! [latest ver 0.0.76 -- 2 Mar 2012]  (Read 96360 times)

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mtarini

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Re: Download link and main info! [latest ver 0.0.68 -- 22 Nov 2011]
« Reply #1485 on: December 27, 2011, 07:48:44 PM »
The concept is "shrinking arrows", as Computica describes above.

But as usual, vertex animations (including for quivers) is a mess because each animation frame must share not only the number of vertexes, but also their internal ordering, and this is what makes it difficult to get it right.

In other words, something that often goes wrong in the above method is that each frame will have different internal orderings when you export it, due to the internal working of the modelling software you use (which will assume that the ordering is irrelevant).


A way to get around this problem is to design your vertex animation entirely in the external application (using shrunk arrows trick) , then export it as MD3 and import it. Unfortunately, many 3D modelling software are not designed to produce vertex animations.

A alternative way is to use the special "quiver mode" in OpenBRF. I added that, a long time ago, in order to to help for assembling vertex animations for quivers. It has been a long time since I last touched it but it should still work. Let's see...

1. First, activate it, under [Settings] => [On assemble vertex animation] => [Quiver mode]

2. Now produce and import the quiver Obj (or whatever) with all arrows in it, as a "static mesh".

3. Then, remove (not shrink) one arrow (using wings 3D or whatever you use), save it again (as Obj or whatever), and import it in OpenBRF as a Frame.
INFO: what is happening here is that whatever is present in the 1st frame but is absent in another frame will be shrunk by OpenBRF. But for the rest, every frame will be an exact copy of the 1st, meaning that the vertex order will be correct by construction. Basically you are using the new Obj-s only to tell OpenBRF which part of the 1st frame must be shrunk in order to produce the other frames.

4. Repeat 3 until empty quiver.

5. Final touches: now you need to make sure the frame ordering and timings of your new quiver is ok. Edit timings manually, following what Computica says above (or copy-paste all timings from an existing quiver model, with [edit]->[paste timings]).

To quickly make sure that frame order is the one you want, you can [Right-click] on the quiver, [Seaparte all frames], reorder all frames at will (with alt-up and alt-down), then select them all, right click again, "assemble in a vertex animation".




Hope this helps!

« Last Edit: January 26, 2012, 05:04:31 PM by mtarini »

mtarini

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Re: Download link and main info! [latest ver 0.0.72 -- 25 Jan 2012]
« Reply #1486 on: January 25, 2012, 05:35:06 AM »
New version 0.0.72 is up! (see 1st post, and [release notes]).
(edit: and now a minor hot-fix: 0.0.72b)
« Last Edit: January 25, 2012, 04:31:42 PM by mtarini »

Computica

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Re: Download link and main info! [latest ver 0.0.72b -- 25 Jan 2012]
« Reply #1487 on: January 25, 2012, 05:03:34 PM »
Great work mtarini; it's stating to get to the point where we won't need to use an external editor to make the smallest of changes.


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"No need for bombs, when hate will do."

mtarini

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Re: Download link and main info! [latest ver 0.0.73 -- 27 Jan 2012]
« Reply #1488 on: January 27, 2012, 03:14:34 AM »
Thanks!

For that to be true, I would really need to add some sort of painter (not only for color, but general, to let me the user retouch a few vertex attributes here and there -- say rigging).

But, just to be clear, it's never been my intention to substitute external tools.
There are beautiful, complete, enormous tools out there that OpenBRF can (naturally) not even dream to compete with: say, MeshLab, blender, 3DS, fragmotion, Wings3D and many more...
OpenBRF is unique in, that, to my knowledge, it is the only one that specializes in bulk edits (e.g. how else to re-rig your 50 armours in one go). Its strength comes from the fact that it deals with several integrated objects at once. Naturaly, it is also specialized and fine-tuned for M&B/WB needs.


Anyway, a new version is out (0.073).
Nothing big, just added a tools or two which I had to use recently.

Computica

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Re: Download link and main info! [latest ver 0.0.73 -- 27 Jan 2012]
« Reply #1489 on: January 27, 2012, 05:33:35 PM »
If you haven't already make sure you post up a donation button in your sig, I'll make sure to donate something when I have the cash.

thanks, very kind, but it's just a hobby! However, sooner or later I might think about what to do with OpenBRF in the long run.

Ah, OK, well I've been very impressed by your skill and determination for the program; you'll see the rewards from it eventually my friend.  :)

Update 02/01/2012:
*.74 release comes out*, *Reads the change-log...*, *Proceeds to throw my copy of Max out the window*
« Last Edit: February 02, 2012, 03:23:27 AM by Computica »


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mtarini

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1490 on: February 02, 2012, 03:24:18 AM »
And, new version 0.0.74 is there.

Download link in 1st post and whatsnew info, as usual, in this thread:
http://forums.taleworlds.com/index.php/topic,168044.msg5138756.html#msg5138756

Brego

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1491 on: February 05, 2012, 04:54:10 PM »
Hello!

I tried using meshlab to add some vertex painting to my model, but when trying to import it to openbrf my UV map got all stretched out.

Here's how it should look like:
(click to show/hide)

And this is how it looked like after adding the vertex colors:
(click to show/hide)

Do you know a way to fix it? Or is it simply because the model is too low poly? (It worked with another model I tried that had quite a bit more vertices)

GetAssista

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1492 on: February 06, 2012, 08:07:58 PM »
it happens when you load obj into meshlab then save as ply. Try exporting as ply from brf in the first place, should be ok. It's Meshlab's problem, I believe

Specialist

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1493 on: February 06, 2012, 08:49:04 PM »
You could also copy the UV coords from the first mesh to the second

Brego

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1494 on: February 06, 2012, 10:50:28 PM »
Works when I export the mesh as an .ply first, thanks! :D

But just out of curiosity, how do you copy UV coords from one mesh to another?

mtarini

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1495 on: February 07, 2012, 03:04:22 AM »
Not only texture coordinates, but also rigging or vertex colors (and more: vertex animations, etc).

The mechanism is always the same:
- select one or more "exemplar" mesh(es), from where data is to be copy
- copy (ctrl+C)
- select one or more "destination" mesh(es), to receive the data
- under menu [edit], pick the appropriate [paste] command (e.g. [paste UV coordinates])


It works better the more similar exemplar and destination meshes are.

bobthe8th

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Re: Download link and main info! [latest ver 0.0.74 -- 2 Feb 2012]
« Reply #1496 on: February 22, 2012, 10:09:11 PM »
Just saying thanks. Invaluable tool.
Because if I say so, it probably isn't.

mtarini

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Re: Download link and main info! [latest ver 0.0.75 -- 1 Mar 2012]
« Reply #1497 on: March 01, 2012, 02:22:30 AM »
thanks!

A new version is out...

As I say in the update log,
Quote
this is just a mini-update...
The feature it contains have been ready for several weeks. The point is that didn't have much time, so rather than making OpenBRF sit for longer, I disabled a couple WIP features, and released this version instead, mostly for the bug fixes.


Edit: I tried to make it so that the coordinates measured by the new [floating probe] tool are expressed in a way that can be directly applied to python module-system editing. If, instead, some coordinate needs be swapped (e.g. Y with Z, or unity of measure changed, or vertical texture coordinate reversed), then please let me know.
« Last Edit: March 01, 2012, 02:32:10 AM by mtarini »

Azrooh

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Re: Download link and main info! [latest ver 0.0.75 -- 1 Mar 2012]
« Reply #1498 on: March 01, 2012, 10:49:04 PM »
This is a feature I've wanted since I started using the program, thanks a ton MTarini!

mtarini

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Re: Download link and main info! [latest ver 0.0.76 -- 2 Mar 2012]
« Reply #1499 on: March 02, 2012, 02:19:22 AM »
You're welcome... actually it is potentially useful in a number of situations.

New minor update, this time a simple tool to copy texture color into per-vertex colors, in meshes.