MayaImporting (http://www.youtube.com/watch?v=BNCH5bjS5i8#ws)
What can we do with this?
Been waiting to see this! also, congrats on making mega kitten dant :af2:
what is this for madness? that a reason to get Maya!
Dat Falcon. Look at him strut his stuff.
Nicely done Dant. Good to see you're as badass as ever.
So how did you accomplish this, Dant? \o0o/
i got maya just for this :P lol
Awesome indeed, Dant.
Cool as it is, what exactly IS this?
importing brawlbox's .anim files into maya, then back lol
I fixed BrawlBox's animation exporter to actually work, then I wrote a tool called BrawlBox2Maya.
It takes 2 paramters on the command like, a filename for a model pac, and a filename for an animation .pac.
It outputs all animations in the animation .pac as .anim's, and extracts the model as DAE and the textures as PNG. It also writes a mel script that can be used to create a maya scene for playback of the animations :D.
Soon it will create a FBX file for each animation, allowing someone to use brawl assets as placeholders for a game engine they might be working on.
Oh holy crap.
That's really nice! Nice work!
That's amazing!
actually, this woulda been immensely useful when i was making my game. This will also make animating for brawl alot easier.
so, it takes a filename for an input model .pac and input animation .pac? then exports them to a specified location, with textures? if so that's really awesome :D
Quote from: Dantarion on February 12, 2014, 02:29:24 AM
I fixed BrawlBox's animation exporter to actually work, then I wrote a tool called BrawlBox2Maya.
It takes 2 paramters on the command like, a filename for a model pac, and a filename for an animation .pac.
It outputs all animations in the animation .pac as .anim's, and extracts the model as DAE and the textures as PNG. It also writes a mel script that can be used to create a maya scene for playback of the animations :D.
Soon it will create a FBX file for each animation, allowing someone to use brawl assets as placeholders for a game engine they might be working on.
Oh sweet, it works in the reverse correct? it could export the animation one could've made to brawl? and Maya has a ton of standard animations for download from the large community it has, so importing those animation could save plenty of animators time. and Stage makers.
Totally not helping Blackjax at all
Really useful, cool. I'll be able to use Maya for something now.
Keep us posted on development dant :) can't wait to see this thing in action
Kinect and Maya motion capture systeeeeeem!
oh ok. at first i thought it was just exporting models itself to maya and back cuz i was like "uh, cant we already do this" then I actually looked at the thread. nice job.
Any update on this? Very interested myself to try this.
Quote from: SonicBrawler on February 12, 2014, 09:21:53 PM
oh ok. at first i thought it was just exporting models itself to maya and back cuz i was like "uh, cant we already do this" then I actually looked at the thread. nice job.
Yep, looking can lead to great things :)
I need to figure out the best way to package this up! I think its just going to be an EXE and two batch files. Sorry to anyone that is expecting a fancy GUI.
version v1 will just extract into Maya, version v2 will batch convert back. Honestly, theres no real point to batch convert back I think....
I'm super looking forward to this. Has it been tested in game? Like I can make Rob actually do the robot as a taunt?
Quote from: Dantarion on March 04, 2014, 07:12:04 PM
I need to figure out the best way to package this up! I think its just going to be an EXE and two batch files. Sorry to anyone that is expecting a fancy GUI.
version v1 will just extract into Maya, version v2 will batch convert back. Honestly, theres no real point to batch convert back I think....
That's sounds Great! Will v1 be able to convert from maya back to Bbox? Or is that in store for v2? I asume by 'batch convert', you meant conversion of multiple anims at a time?
Any news on this :O? I have actually been trying to do the exact same thing for the last couple of days.
Quote from: Sammi Husky on March 05, 2014, 07:09:37 AM
That's sounds Great! Will v1 be able to convert from maya back to Bbox? Or is that in store for v2? I asume by 'batch convert', you meant conversion of multiple anims at a time?
BrawlBox already has a .anim importer, its the exporter that was broken.
Anyways.
ahh okay cool. Well, this is definitely gonna make a huge impact, at least for me. Can't wait to see it man
Quote from: Dantarion on March 10, 2014, 06:57:49 PM
BrawlBox already has a .anim importer, its the exporter that was broken.
Anyways.
Could you upload your fixed BrawlBox somewhere:)?
Yea that'd be awesome. Though anything you come out with will be awesome
Still waiting on this XD
Bump.
I fell off the earth. Really sorry guise :(
dang, i assume that means its gonna be a while? Hopefully this will eventually get finished, im really looking forward too it :)
Quote from: Dantarion on April 08, 2014, 04:26:32 PM
I fell off the earth. Really sorry guise :(
So, could you share your fix? I'll be happy to compile it myself and share it here if you don't have the time or something.
Don't disappear we need you! (or atleast your code) :P
Bump.
Quote from: exasm on April 23, 2014, 04:26:28 PM
Bump.
You're still hyping over this?
You should honestly give up. He did the same thing for Brawl Masquerade. Showing previews, but never releasing anything and hyping people up, but never delivering.
You're better off making a request thread for someone to make their own script.
But who knows? By some random "miracle", he could come back with a release. Though right now, you're wasting your breath.
I would really like to be proved wrong, but I have lost hope. Maybe he'll reveal more when the next version of P:M is out.
in all honesty he's probably just caught up with P:M stuff. Don't count him out just yet, im hopeful he'll pull through for us
Quote from: KingEvilpuff on April 23, 2014, 04:38:37 PM
You're still hyping over this?
You should honestly give up. He did the same thing for Brawl Masquerade. Showing previews, but never releasing anything and hyping people up, but never delivering.
You're better off making a request thread for someone to make their own script.
But who knows? By some random "miracle", he could come back with a release. Though right now, you're wasting your breath.
I would really like to be proved wrong, but I have lost hope. Maybe he'll reveal more when the next version of P:M is out.
All he has to do is upload his fix of BrawlBox somewhere. Which should be 5 minutes of work.
I love that this wasnt posted here:
BrawlBox2Maya - Fox Wait2, Thanks Eternal_Yoshi for finding a bug! (http://www.youtube.com/watch?v=KnXjYBCB8Rs#ws)
That's because it's still not done yet. There's still more to do and flaws to address.
In the meantime, this.
https://www.youtube.com/watch?v=4LpGJx-Ny6o
Well count my point proved wrong (at least for now). \o0o/
So for now, I'll take back my statement.
Quote from: Eternal Yoshi on April 25, 2014, 09:49:23 PM
That's because it's still not done yet. There's still more to do and flaws to address.
In the meantime, this.
https://www.youtube.com/watch?v=4LpGJx-Ny6o
one thing for sure, when that is released, I will do the animations I always wanted in no time!
EY is testing it more than i have ever used it!
Post Merge: April 29, 2014, 05:26:19 AM
Worked on this more a bit. May have to have EY help me with the animation playback speed and to check some stuff.
https://www.youtube.com/watch?v=mmGq68kdqSQ&feature=youtu.be (https://www.youtube.com/watch?v=mmGq68kdqSQ&feature=youtu.be)
Oh man that is sweet! The anticipation is killing me lol :P Can't wait to see this thing in action.
There is some kind of bug where some of the animations end up sideways. After I fix that up, and make the program create folders to put the models/animations/melscript into instead of one big folder, this should be ready to go!
I fixed a bug in the video where animations were resampled and frames were lost.
Quote from: Dantarion on April 29, 2014, 04:55:30 PM
There is some kind of bug where some of the animations end up sideways. After I fix that up, and make the program create folders to put the models/animations/melscript into instead of one big folder, this should be ready to go!
I fixed a bug in the video where animations were resampled and frames were lost.
thats fantastic! its result atleast x3
but what could be the problem of some is walking on the side? maybe if one of the "Main" bones (TopN, TransN ect) isn't in the animation and making the model Z- Up instead of Y-Up
(just throwing ideas)
or it could be too fast by converting and miss the Y-Up flag or some other frames!
I think certain animations are applied differently than others. There are animations that are actually poses, and animations that aren't nessearily PLAYED, like the ones for aiming items. (The upperbody and lowerbody animations are seperate)
Quote from: Dantarion on April 29, 2014, 05:43:12 PM
I think certain animations are applied differently than others. There are animations that are actually poses, and animations that aren't nessearily PLAYED, like the ones for aiming items. (The upperbody and lowerbody animations are seperate)
that might be the case, those special animations thats are poses and often "merged" with other animations ingame.
can it be possible flags that does it? CHR0 appears have some kind of flags
You may be onto something. Right now my code just ignores the flags, but there may be bones I want to omit from exporting in certain animations. I'm going to examine which ones are like that today when I get home from work. Its a little complicated because I have to check everything I do 3 times.
1. I check the model and animation in BrawlBox
2. I check the model and animation in Maya
3. I check the model and animation in UE4
The nice thing is that everything is MOSTLY automated, but theres still a bit of drag and drop that has to be done. Having a brand new computer is helping so much with this, I run BrawlBox, Visual Studio, Maya, and UE4Editor all at the same time, spread out across the monitors.
I really want to focus on game development again, which does mean spending less time on the Brawl modding community, but getting Brawl assets <--> Maya and into FBX format (for UE4 and anything else that uses FBX) should help out a lot of people still doing work.
Quote from: Dantarion on April 29, 2014, 06:20:10 PM
You may be onto something. Right now my code just ignores the flags, but there may be bones I want to omit from exporting in certain animations. I'm going to examine which ones are like that today when I get home from work. Its a little complicated because I have to check everything I do 3 times.
1. I check the model and animation in BrawlBox
2. I check the model and animation in Maya
3. I check the model and animation in UE4
The nice thing is that everything is MOSTLY automated, but theres still a bit of drag and drop that has to be done. Having a brand new computer is helping so much with this, I run BrawlBox, Visual Studio, Maya, and UE4Editor all at the same time, spread out across the monitors.
I really want to focus on game development again, which does mean spending less time on the Brawl modding community, but getting Brawl assets <--> Maya and into FBX format (for UE4 and anything else that uses FBX) should help out a lot of people still doing work.
I hope tossing Ideas will help you find the problem x3 cant wait until its released! try to enable the flags if possible!
and thats good new about Mostly Automated! it would make stuff much easier xD (jealous of your computer >:C)
and thats good having a goal and good luck with yours! my goal is actually getting into Media like being a Cameraman or editior in movies, so I am using Brawl as a Engie for my videos (even in 3D aspect)! cant wait for the BrawltoMaya so I can easier make stuff for my movies ;w;
It would be really interesting to see machinima done using Brawl animations and models!
Still waiting ><. Anyone know of, or know some who can make fox have a fedora and or a suit? Yeah you know where I'm going with this.
Quote from: Dantarion on April 29, 2014, 05:43:12 PM
I think certain animations are applied differently than others. There are animations that are actually poses, and animations that aren't nessearily PLAYED, like the ones for aiming items. (The upperbody and lowerbody animations are seperate)
Quote from: pikazz on April 29, 2014, 06:05:56 PM
that might be the case, those special animations thats are poses and often "merged" with other animations ingame.
can it be possible flags that does it? CHR0 appears have some kind of flags
These sound like they're used along side animation blend trees to me.
And nice lookout for those who use FBX files. It'd be nice to mess around with brawl stuff in Unity.
Psssh, Unity, more like, UE4 amirite?
Anyways, all bugs in this are fixed, just need to merge it into current BrawlBox
Real off topic, but dant i was wondering if you happened to still have the source for PSA mod? I've found that (in my experience) files that have been PSA'd by BrawlBox can be opened again in PSA mod and i kinda wanted to start modifying PSA if only for personal use.
And just to keep this on topic, do you have an approximate for when you'll be able to merge this into the current BBox? :)
Quote from: exasm on June 09, 2014, 01:59:13 PM
bump
Stop it. You don't need to bump every week. It's not going to do anything.
Dantarion will update when/if he has something to show. If he needs to bump his thread, then that's fine.
Don't be annoying by doing it for him.
I honestly feel really bad for you. You're still hyped for this? You poor noob.
uhhh.....bump?
Any news on this?
*grabs a spade and digs* being one who actualy is learning how to animate in Maya now, this would be a rather intersting tool for me. Unless I missed som'in, as i rarely (if ever) poke my nose in this side of the forum.