I'm trying to use your utimate model convertor the download from the opening post and i can't figure out how to activate it
also can this be used to convert .obj to .dae files that ssbb uses
with dev4, you have to run the BAT file. dev5 will have it's own exe
I'll post a link to the EXE Diddy Kong built for me in a moment.
and yes it can, but not at the moment... I need some help with building an XML library so I can build a DAE script.
also... dev4's interface isn't good for building part2 of it's libraries. but part2 is for the graphical stuff so that really doesn't matter atm... (since dev4 can't do materials just yet)
all of these things will be fixed in dev5, but I can't say it won't take a while...
I'll try to get my last running version working again and upload that as dev4.5... (uses a slightly improved dev4 base code, but improves the viewer control by alot) Post Merge: May 30, 2013, 05:19:20 AMhere you go: https://dropbox.com/s/4e31kq5rx0oh7g1/1.exe
just drop it in UMC's root directory and run it.
you may also wanna rename it Post Merge: May 30, 2013, 05:57:45 AMoh, btw dev5 won't have a viewer upon release.
I'm working on that as a plugin for the console app.
I was working on the viewer stuff rather than working on the main aspect of the program like I should've been...
even though the initial release of dev5 will be a console app, I will still add support for everything I talked about meaning you'll be able to convert animations and even deal with compression however, it will be a little limited due to the limitations of such a simple text interface.
everything internal will work as if it was working with the viewer. meaning pre-transformed coords will be supported, along with the dual-buffer interface, and everything else I talked about earlier.
well, lets just say, I went with the SDK terms, but tried to simplify it for noobs learning the format. when following that perspective, learning the MDL0 format should be quite conveinent
and good news! =D I'm going over to my friends, and unless their lap-top's dead, I'll have my MDL0 template updated in only a few hours
the material nodes are still called nodes until I can figure out what to call GL's advanced texturing interface (ATI)
NOTE: Shaders use the GPU GL's ATI uses the CPU (does the same thing as shaders) Post Merge: May 29, 2013, 06:27:51 PMwell, guess what... I UD'd it. ^_^
I highly suggest you get glasses, if you don't have them already. And if you do already wear glasses, learn to read. And if you already can read, you're lying.
Model viewer->Options->Take Screenshot->Image Format: (format) click that
wellI've managed to get a somewhat working (about 30% working) import into blender24 via the 140 importer. (no more 141 like with AIS)
though all I get for the mesh is just verts with about 1 or 2 triangles... the verts aren't even weighted
anyways... to get it working, I followed some examples from a 140 DAE I DL'd a long while back...
1 - <matrix> -> <matrix sid="matrix"> 2 - added this just under <visual_scene ... >: <node id="polygon0_Node" name=%2526quot%253Bpolygon0_Node%2526quot%253B type="NODE"> <instance_controller url="#polygon0_Controller"> <skeleton>#TopN</skeleton> ... <skeleton>#ThrowN</skeleton> </instance_controller> </node>
that's all I did so far... there is also a problem where each object's skeleton lists every bone in it's controller... AIS only listed the bones used by the object. for Pikachu, objects 1-4 only listed and used the bone "NeckN"
but in the brbx export, every bone was listed...
anyways... doing those 2 things above has gotten me a centered rig and somewhat of a mesh...
had to remove the invalid material effects...
EDIT: BJ, blender26 imports wierd because of the normals... my last attempt in 26 after the edits above, gave me a model with a solid shade. however, selecting the object gave me that wierd shade again... but it's easily fixed by tabbing into edit mode and then tabbing out. (I think blender auto-corrects the normals when you do that)
that's prbly what's causing the problem with blender26's importer not importing the rig... or perhaps the reason blender24's 140 importer can't center and properly rotate the rig... I'm gonna try removing that and see if that works. P=
On some PC's, Brawlbox exports corrupted DAE files. In most others it works fine. The dae file itself is corrupted because its f*cked up when imported into Brawlbox aswell.
does it have anything to do with texture effects?? or is it something else??
I'm still having problems trying to import in either version of blender... blender24's 140 importer gets a perfect rig, though it's not centered and turned properly... the 141 importer doesn't import anything when it goes back to the main scene...
in blender26, it imports the model, but the lighting of the model is messed up until you Tab each object... (prbly has to do with the normals) ^ weighted normals or not both yeild the same results
anyways... while 26's importer does get the mesh, it doesn't get the rig, nor the weights... kinda hard to get 24's rig onto that when the rig isn't positioned properly...
I hate the DAE format so much >_<
anyways... BJ... I have some new info reguarding fur data
apparently (the count in the fur vectors && the count of the vectors in each fur layer) == the count of the verts on the object it's applied to.
I found this out while looking into smallbard.mdl0
all 3 (or 5 if counting each layer) parts have 976 vectors...
so now I'm thinking the fur vector is just a copy of the verts, while the fur layers is a repositioning value applied to those vectors... and that the operations done involves that shelling application on those vectors...