Author Topic: Download link and main info! [latest ver 0.0.79 -- 1 Aug 2012]  (Read 127344 times)

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cdvader

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #75 on: August 14, 2009, 01:32:38 AM »
Yup, I once 'tried' to mirror a skeletal animation... Exporter wouldn't even let me export the scene.

Percus

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #76 on: August 14, 2009, 01:37:28 AM »
well then the only axis left for the bones to rotate around resulting in what you showed would be their local Z-axis... no?
and it looks like the pivot is the end of each bone... I mean... well, its hard to explain for me, check this:
(click to show/hide)
this should the the part of the bone which is connected to it's parent bone, right?
Is OpenBRF maybe rotating all child-bones on that very pivot by 90° CCW when their x-value is positive, and vice versa for negative x-values?

it's just a guess...

amade

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #77 on: August 14, 2009, 02:22:05 AM »
well then the only axis left for the bones to rotate around resulting in what you showed would be their local Z-axis... no?
and it looks like the pivot is the end of each bone... I mean... well, its hard to explain for me, check this:
(click to show/hide)
this should the the part of the bone which is connected to it's parent bone, right?
Is OpenBRF maybe rotating all child-bones on that very pivot by 90° CCW when their x-value is positive, and vice versa for negative x-values?

it's just a guess...

Well, looking at just the screenshots it looks as if they've been rotated on the local z-axis. However, it could've also been rotated from either the x or y axis axis and it would have looked the same - but the result is different.

(click to show/hide)

Now imagine if the mesh's arm is rigged to it. You'd get twisted deformations if you rotate them the wrong way :P

Now that I think of it, there is a way to see which way the bones have been rotated by selecting the bones and going into edit mode with the axes display enabled. Then you can compare them to see which way they've been (mis)rotated.

But I assume that mtarini already knows which way he's rotated the bones.


Don't you just love herding cattle?
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Dain Ironfoot

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #78 on: August 14, 2009, 10:41:47 AM »
Quote
Blimey! Another morning, another version! I hope you're not running out of steam for working so hard on this, mtarini :P Really appreciate your work on this!

Maybe it's always worked the same way for Dain? If he had followed the new animation tutorial by cdvader 3ds can still import it (but with misrotated bones like Blender - as cdvader had reported too for 0.0.8/9), make changes, export it, and then imported using openBRF the bones would rerotate into their correct position.

So in a sense, it's still working for 3ds... Just as it's working for Blender (though blender's export script didn't work for openBRF in certain conditions as reported earlier). The only problem is that the bones are still misrotated when exported out from openBRF.

I followed no tutorial. I just did it the normal way. Export, import into max, edit, export, import into OpenBRF. Works perfectly for me, no need for any tutorial?. No weird rotated bones or any of that stuff.

Tutorials.. pah. I've been playing for animations for quite a while (Since 0.808) and Mtarini's software works brilliantly and solves all my problems.

Use a better importer.. I've never heard of Wunderboy, I use another.

Got to report the riding animation bug is still there though. I can chuck over the SMD Mtarini, it seems as soon as it passes through max, the error appears.. it's fine if you just export/import straight back into OpenBRF.
« Last Edit: August 14, 2009, 10:51:30 AM by Dain Ironfoot »
Ry'n ni yma o hyd

cdvader

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #79 on: August 14, 2009, 11:00:19 AM »
Dain, please tell me what version of 3ds max are you using and what Importer/Exporter ?

amade

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #80 on: August 14, 2009, 11:01:17 AM »
Dain: I wasn't referring that you needed a tut to import, but I was pointing out that the tutorial (which also explained some stuff about coding the animations for those of us who are still learning - of course no one needs a tut to import!) mentioned that the bones were misrotated in 3ds - but otherwise the SMD still works for openBRF. I had assumed that you probably experienced the same thing in 3ds but for all purposes the SMD still works.

It was not my intention to impugn you or say that your skills are so low that you need a tutorial to import. I'm glad it works for you, but I hope that it'll work for me too since I can't afford 3ds and never in my dreams would I wish that it would work just for my sake at the expense of others either.

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Dain Ironfoot

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #81 on: August 14, 2009, 11:24:22 AM »
Hang on, I'll dig up a link to my importer..

http://www.chaosincarnate.net/cannonfodder/cftools.htm
Ry'n ni yma o hyd

cdvader

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #82 on: August 14, 2009, 11:45:53 AM »
Dang, those tools are from ice age. :P I'll try to find other Importers / Exporters.

Dain Ironfoot

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #83 on: August 14, 2009, 12:43:46 PM »
I've found they work the best though. Always kept rigging data on imported SMDs etc. Clearly work better than the tool your using now for importing skeletons as well.. give it a go.
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mtarini

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #84 on: August 14, 2009, 12:59:04 PM »
Good to know! That image explains me everything (the compared blender exports screenshots by amade), and now I know what to do...

If you are curious ask, I can digress quite a bit about what is going on...
anyway, thanks to all. I'll be able to code again this afternoon and I'm confident I'll fix it for good.

Geroj

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #85 on: August 14, 2009, 01:04:58 PM »
I have one problem, i imported smaller skeleton in smd but it is now much more bigger then normal....iexported it in 1.0 or 0.1 scale but it is still giant in openBRF

« Last Edit: August 14, 2009, 01:07:01 PM by Geroj »

amade

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #86 on: August 14, 2009, 01:11:57 PM »
Good to know! That image explains me everything (the compared blender exports screenshots by amade), and now I know what to do...

If you are curious ask, I can digress quite a bit about what is going on...
anyway, thanks to all. I'll be able to code again this afternoon and I'm confident I'll fix it for good.

Well, yes I am indeed curious  :mrgreen:

Is the problem specific to our importer scripts or is it something universal?

Don't you just love herding cattle?
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cdvader

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #87 on: August 14, 2009, 02:13:37 PM »
I've found they work the best though. Always kept rigging data on imported SMDs etc. Clearly work better than the tool your using now for importing skeletons as well.. give it a go.

I just got 3ds Max 7, downloaded the Import&Export script for it and tried to import a animation. The bones are still messed up... however, it's a lot more understandable.

(click to show/hide)

Konar

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #88 on: August 14, 2009, 03:45:27 PM »
That's a real breakthrough in modding possibilities! Thank you so much Marco!

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FrisianDude

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Re: Open-BRF (a new brfEdit) [updated 13 Aug 2009]
« Reply #89 on: August 14, 2009, 04:04:56 PM »
Dang, I was gonna do that. :P
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