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eierkopf 说:
Hi Guys,

thats my first post, but i'm reading on this forum for some time now, since i bought M&B.

I myself worked on an brf-Editor but two days after i started, i saw this thread and this great Editor and stopped working on it.

I wanted to test the new possibilities of the editor and because i'm working with blender, i have written an exporter for blender to brf's.

It's possible to export the mesh, the skeleton and the skeleton-animation to seperate brf's.

Here is the link:
http://mitglied.lycos.de/dirk_schulz/blendertobrf/brf_export.py

copy it to this path: "(path to blender)\.blender\scripts"

please test it, if your using blender and tell me if there are any bugs!

eierkopf

Thank you, man! Testing it out right now!

It must be Christmas or something these past few days :grin:

edit:
eierkopf - I sent a PM to you to ask some questions so that I don't clutter up this thread too much :razz:
 
Okay, mtarini, I'd say you managed to do it! You the man, mtarini! Okay, anyway, bug report: For blender, it looks perfect! However ... for 3ds Max, it is almost perfect. The head, hand and feet bones seem to be a bit "small" still. Here's some examples.

49264031.jpg
tryme3_rpt.jpg

Oh and, another report, for the "Milkshape 3D" program, it looks almost perfect, expect that it has the same problem as 3ds Max (head, hand and feet bones seem to be small).
 
Update!

Exec in first page is up to date now.
About to describe changes on the first page, but all the bug fixes that you can expect are there...

Once again, and I think for the last time, the SMD file you might have exported won't be understood correctly by the program.


(Geroj: maybe this includes your skeleton size problem?)



eierkopf: good!!! what file format did you use?
 
Thank you! Works perfectly... Already did my first "test" animation. I'm uploading it as we speak.

cdvader
 
thanks for the new version, Geroj and I will check it out.

cdvader - very cool.  now we need a dancing animation for the twilek females in my mod.  :wink:

mtarini 说:
HokieBT: there is no such frame counter for now... the one you see is for vectorial animation only.
You can see the total frame number and the total interval (but not the gaps)...
I imagined that we all had powerful program to see animation better...
Did you try to break the animation in one of the two possible ways to do that?
I don't know how to model/animate, but previously when we couldn't create animations I would use parts of existing ones.  So I would see an animation I liked in-game, then look at the sequence numbers in the python file, and then guess at what part of those sequence numbers I wanted.  For example I use the middle part of the reload_crossbow animation for reloading my guns.  So if there was a way to use a slider or see the sequence numbers it would be helpful for people like me, but this isn't a high priority.

edit:

also a lower priority, but it would be helpful to have a animation preview option where we could enter the time, animation, and start/stop sequence number.  That way if we wanted to see what equip_bow_left_hip looked like we could just look at the python code and enter the values below, etc.  Maybe allow us just to un-check a box in the window where it currently shows the total sequence numbers and then allow us to edit those fields or something like that.

插入代码块:
 ["equip_bow_left_hip", 0,
   [0.7, "equip_arms", 110, 148, arf_blend_in_0],
 ],
 
Merlkir 说:
cdvader 说:
Here, you go, Push-Up animation. :grin: Good for drill camps or something. :razz:

cdvader

Finally! The day has come! Now I can reenact the armored sex scene from Excalibur in Mount and Blade!

There's already a sex mod out there. It's a little code, but it works very well. I forgot what thread though. :razz:

There was even some girl on girl action. >_>
 
Bug Report: Hmm.... Something has happened with the OpenBRF code. At least I think so. I tried to get my push-up animation ingame, but I got this "RGL Error" when it was reading "Data" in the loading screen. "get_skeleton_anim failed for: pushup_anim". I am 100% positive it used to work before. (I made a tutorial using pretty much the same technique)

I'll investigate more ...
cdvader

EDIT: Okay, I found the problem. You *can not* make a completely new .brf file with a animation file in it or *you will* get the RGL error. However, you *can* get your animation in an existing ani_ or uni_ .brf file which is in CommonRes/ and you *will not* get the RGL error.

I have yet to try adding in ani_ or uni_ to my custom BRF file... Seems even the BRF files are hardcoded?
 
mtarini 说:
LordRaglan: most functionalities are hidden in the context menus: right click on the item you want to export (in the list of the left).

yeah i have done this, but out of the 4 or 5 options i get it doesn't give me the option for .smd
 
mtarini 说:
Geroi: where did you get the overscaled skeleton? was it exported by openBRF?

What i made step by step
I exported man skeleton in smd from openbrf, opened fragmotion, scaled down skeleton, saved and exported as small skeleton smd, imported by openBRF -thats all and skeleton is gigantic, even if i set export scale to 1.0 or 0.1 it is same
maybe is wrong that stupid annoyware fragmotion and maybe it is bug
 
LordRaglan 说:
yeah i have done this, but out of the 4 or 5 options i get it doesn't give me the option for .smd

Oh, I see... SMD are used to save: rigged meshes, animations, and skeletons. Other things, including a mesh which is not rigged, cannot currently be saved as smd. Rigged meshes I found are typically bodies, armors, horses, and some pairs of boots.

To check if a mesh is rigged, you can see: if it gives you the option to see it colored according to the rigging, and if it gives you the option to set a skeletal animation and see it animated (both in the "view" box).

 
Geroj 说:
What i made step by step ...

Then I'm afraid I don't know. There are other ways to edit skeletons: you can save a "modification mesh" as a obj (or off, or ply...), edit it e.g. in wings3D, and apply the modification mesh to the original skeleton. Remember, when editing the skeleton, to change bone position and orientation only: don't disrupt the shapes or sizes of the diamonds. representing the bones...

I've tested with the save as Obj, edit in Wings3D option.
 
Geroj, try making the whole process again with something other than Fragmotion. Because as I told before, IMO Fragmotion is no-good. Here's something I baked together. It works! The only problem would be rigging the small dwarf.

Thank you, mtarini, for all the dwarves what are about to come from various modders. :razz:
cdvader
 
Fantastic! Export works like a charm, now I can test out animation sequence import/export with Blender. The script eierkopf made seems to work as openBRF has no problems opening the BRFs exported from the script but right now I need to iron out some scaling/orientation issues with it. Will post updates later.

Also, a small feature request: Can we have the ability to pan around the 3D viewport? Currently you can rotate around the 3D viewport but can't pan around it (useful for when zoomed in). Also, if we're going to be able to pan around it might be a good idea to have a view rest button as well like in the old BRFedit lest somebody gets lost while panning around.

cdvader: Awesome job! Dreams coming true, thanks to mtarini's openBRF!
 
cdvader 说:
It works! The only problem ...

there is also the problem that it floats in mid-air...

cdvader 说:
... would be rigging the small dwarf.

Did you try the reskeletonize option? (starting from a rigged mesh of a body).

Edit: I see... that skeleton change is too extreme for reskeletonize, which cannot shrink anything because M&B skeletons are composed by bones with no "scale" parameter (just orientation and positions).
 
I will try it. Also, it needs to float in mid air. I think. Otherwise, the armor rigging would prove hard ... but if your reskeletonize option works, then It's really not a big deal.

EDIT: The reskeletonize doesn't work, because it doesn't seem to scale the mesh down, or re-fit it. It simply moves the "body parts" more together, resulting in a pretty deformed mesh. Seems that you need to rig it manually. But even looking at the deformed mesh, it seems to work.
 
mtarini 说:
LordRaglan 说:
yeah i have done this, but out of the 4 or 5 options i get it doesn't give me the option for .smd

Oh, I see... SMD are used to save: rigged meshes, animations, and skeletons. Other things, including a mesh which is not rigged, cannot currently be saved as smd. Rigged meshes I found are typically bodies, armors, horses, and some pairs of boots.

To check if a mesh is rigged, you can see: if it gives you the option to see it colored according to the rigging, and if it gives you the option to set a skeletal animation and see it animated (both in the "view" box).

nice that makes sense, so if i wan't to export something to say gmax in order to rig, what should i save it as?
 
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