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Author Topic: ColladaTool animation converter  (Read 24628 times)
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clydeicus
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« on: June 11, 2013, 01:24:09 PM »


ColladaTool is a simple utility for working with the CHR0
animation files that BrawlBox exports.

>>CURRENT IS v1.2
      Added formatting to DAE output converted from CHR0 to make them "proper" Collada files.


...and now there's a TUTORIAL!

ColladaTool does exactly three things:

   >> Batch-convert CHR0 animations to DAE format

   >> Concatenate animations in a batch of DAE files

   >> Insert/replace animations into DAE model files


Download ColladaTool and/or the source



Let me know of any super awful bugs you encounter, or what edits I could do to make it more useful!

-Clyde
« Last Edit: June 14, 2013, 08:53:55 PM by clydeicus » Logged

DoctorFlux(Mariodk)
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    « Reply #1 on: June 11, 2013, 02:02:15 PM »


    so finnaly a Brawlbox chr0 to "insert file that can open in 3ds max" animetion converter?
    i get error then i try to open the convertered chr0: "animetion name".dae  in 3ds max
    the error in 3ds max say:
    While reading or writing a file the following notifications have been raised.
        -ERROR: Unable to parse xml/dae file
    « Last Edit: June 11, 2013, 02:24:08 PM by Mariodk » Logged

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    clydeicus
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    « Reply #2 on: June 11, 2013, 03:31:58 PM »


    so finnaly a Brawlbox chr0 to "insert file that can open in 3ds max" animetion converter?
    i get error then i try to open the convertered chr0: "animetion name".dae  in 3ds max
    the error in 3ds max say:
    While reading or writing a file the following notifications have been raised.
        -ERROR: Unable to parse xml/dae file

    Could you post the converted file you're trying to open? I'll take a look at it side-by-side with with my output code.
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    BlackJax96
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    « Reply #3 on: June 11, 2013, 04:24:45 PM »


    He probably didn't inject the animation DAEs into a model DAE.

    I highly suggest you write a mini tutorial.
    Took me a few minutes to figure that out when I first tried it.
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    RandomTBush
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    « Reply #4 on: June 11, 2013, 04:33:06 PM »


    He probably didn't inject the animation DAEs into a model DAE.

    I highly suggest you write a mini tutorial.
    Took me a few minutes to figure that out when I first tried it.
    I figured it out right way. However, there are a few oddities I noticed where the animations make the model twist itself oddly at times. That's due to the interpolation, though.
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    clydeicus
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    « Reply #5 on: June 11, 2013, 05:52:42 PM »


    I highly suggest you write a mini tutorial.
    Took me a few minutes to figure that out when I first tried it.

    Good idea, later I'll write up a short walkthrough with screenshots.

    I figured it out right way. However, there are a few oddities I noticed where the animations make the model twist itself oddly at times. That's due to the interpolation, though.

    I have noticed this. It seems to make everyone move like Voldo, which is decidedly a bug and not a feature. I'll have to experiment later, with getting the interpolation to behave. Perhaps I could add an option to insert more keyframes for more better interpolation, or figure out how to animate on Location, Rotation, and Scale rather than matricies.

    (I've never used COLLADA-anything before this weekend. That spec is pretty obtuse.)
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    DoctorFlux(Mariodk)
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    « Reply #6 on: June 12, 2013, 12:56:37 AM »


    He probably didn't inject the animation DAEs into a model DAE.

    I highly suggest you write a mini tutorial.
    Took me a few minutes to figure that out when I first tried it.
    that most possible be what i have did wrong
    so yeah do a tutorial
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    clydeicus
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    « Reply #7 on: June 13, 2013, 12:47:03 AM »


    Haven't gotten to the tutorial yet, but I've made an update that should make the individual animations proper Collada format if you want to use them without embedding them in a model.
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    DarkPikachu
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    « Reply #8 on: June 13, 2013, 10:49:14 AM »


    does it work with blender 26 (not 24)??

    if so, I'll gladly test it Grin
    I don't use 3DS enough to know how it works XDD
    so that's why I ask Smiley

    still though... cool tool!
    always glad to see new software in the community Smiley
    « Last Edit: June 13, 2013, 10:53:02 AM by DarkPika » Logged


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    « Reply #9 on: June 13, 2013, 11:46:04 AM »


    You should try using FBX format.
    I may use your source and try to use FBX instead, or at least, individual animation curves instead of matricies
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    Don Jon Bravo
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    « Reply #10 on: June 13, 2013, 07:57:55 PM »


    so we can finally perfect our rigs inside 3ds max?
    Noice.
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    DoctorFlux(Mariodk)
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    « Reply #11 on: June 14, 2013, 07:13:04 AM »


    so we can finally perfect our rigs inside 3ds max?
    Noice.
    we can already that if you is a still rigger
    i am more thinking on rip animetions from brawl,NSMBwii and be able to use brawlbox for animetion maker to:
    for making 3d fan games or 3d animetion videos now with this tool
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    namq
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    « Reply #12 on: June 14, 2013, 12:44:30 PM »


    with this we can use animations from 3DS max and export those into brawlbox, or is it the other way around?
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    DoctorFlux(Mariodk)
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    « Reply #13 on: June 14, 2013, 12:48:50 PM »


    with this we can use animations from 3DS max and export those into brawlbox, or is it the other way around?
    is it other way around
    since that you just say was already possible
    with that Animetion Exporter scripts that is inc. in Brawlbox
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    namq
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    « Reply #14 on: June 14, 2013, 12:54:14 PM »


    ok, thanks.  Was getting a tad hype thinking I could export/rip animations from a non-wii game, and use it in brawl, that would be amazing
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