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136  Super Smash Bros. Brawl Hacking / Programming / Re: DAE2MDL0 Conv. & Brawlbox v0.64 Modset: Stable Version 1 released! on: July 10, 2011, 08:13:11 PM
I'll have to test blender 2.5x's plugins...

if my assumptions are correct,
140 and 141 should already be included, and working perfectly Wink

the main Q is if they'll work with Brbx >_>

I personally think they should though Smiley

hahaha yeah the variety of Collada formats really is ridiculous isn't it?
137  Super Smash Bros. Brawl Hacking / Programming / Re: DAE2MDL0 Conv. & Brawlbox v0.64 Modset: Stable Version 1 released! on: July 10, 2011, 07:25:07 PM
Again, the problems with importing probably has nothing to do with you being on a 64-bit OS. As I said before, I'm on 64-bit Windows 7 and it's working fine. Stop using OpenCollada and it should work fine if you switch the nodes.

Although BlackJax96 said this might not always work, it's worked for me every time, so I'd still give it a try. I honestly don't think he should worry about the problem since it's clearly the DAE being imported and not the OS.

...Then again, he did say he could import the OpenCollada format just fine, so if the OS IS the reason you can't import OC DAEs, then just use a different plugin. It's that easy.

Those using 3ds Max 8 can get the Autodesk FBX + Collada exporter here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944

3ds max 9 and up should have the autodesk collada export built in.
138  Super Smash Bros. Brawl Hacking / Programming / Re: DAE2MDL0 Conv. & Brawlbox v0.64 Modset: Stable Version 1 released! on: July 09, 2011, 02:47:32 AM
What's all this about the importer not working on 64-bit?

I imported a model I made just fine using the Feeling Collada exporter for 3ds max 2009. I'm on 64-bit Windows 7.

Oddly enough neither the Autodesk Collada exporter, nor the OpenCollada exporter worked for me. I get the same exception the people before me mentioned.

Works great, by the way, I can't wait to actually bring my models into brawl!

EDIT: Wow, this is kinda odd. I tried to repeat my steps from before, but this time I came up with an exception. I compared the two DAE files and I found the difference near the bottom:

Working:
<library_visual_scenes>
    <visual_scene id="village_sign.max" name="village_sign_max">
      <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
        <matrix>-0.026307 -0.999654 -0.000001 2.96499 -0.000000 0.000001 -1 -0.000000 0.999654 -0.026307 -0.000000 16.1725 0 0 0 1</matrix>
      </node>
      <node id="Box02-node" name="Box02" type="NODE">
        <instance_controller url="#Box02-mesh-skin">
          <skeleton>#Bone01-node</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <extra>
        <technique profile="FCOLLADA">
          <start_time>0</start_time>
          <end_time>3.33333</end_time>
        </technique>
      </extra>
      <extra>
        <technique profile="MAX3D">
          <frame_rate>30</frame_rate>
        </technique>
      </extra>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#village_sign.max"/>
  </scene>
</COLLADA>

Second Broken Attempt:
 <library_visual_scenes>
    <visual_scene id="village_sign.max" name="village_sign_max">
      <node id="Box02-node" name="Box02" type="NODE">
        <instance_controller url="#Box02-mesh-skin">
          <skeleton>#Bone01-node</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
        <matrix>-0.060495 -0.998168 0.000000 3.50404 0 -0.000000 -1 -0.000000 0.998168 -0.060495 0 18.3288 0 0 0 1</matrix>
      </node>
      <extra>
        <technique profile="FCOLLADA">
          <start_time>0</start_time>
          <end_time>3.33333</end_time>
        </technique>
      </extra>
      <extra>
        <technique profile="MAX3D">
          <frame_rate>30</frame_rate>
        </technique>
      </extra>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#village_sign.max"/>
  </scene>
</COLLADA>

In the working one, the bone is listed first, but in the broken one the model itself is listed first followed by the bone. I switched around the two node groups and I was able to import the second attempt to brawl box again just fine.

You can fix the Autodesk Collada exports in the same way. As for OpenCollada, the node switch didn't fix the exception and I can't seem to successfully import it to brawl box.
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