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« Reply #13875 on: April 07, 2013, 07:38:27 AM » |
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well, it looks like I missed alot during this week when I was away!
and if you need any tester about some advance stuff like REFF or REL ect, you know where I am!
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Stupid Tinypic :C
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« Reply #13876 on: April 07, 2013, 08:30:00 AM » |
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« Last Edit: April 07, 2013, 08:37:58 AM by the_randomizer »
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« Reply #13877 on: April 07, 2013, 09:13:50 AM » |
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I genuinely don't know if he needs more testers or not.
I'll have you answer that by asking this: do you want to be a beta tester??
also... in the normal editor, will you have the options like: - Recalculate Normals inside - recalculate normals outside - flip selected normals (selected faces)
can't wait for the UV editor btw =D *hopes you will be able to see the model while editing the UVs* (like how blender does it)
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« Reply #13878 on: April 07, 2013, 09:39:00 AM » |
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I'll have you answer that by asking this: do you want to be a beta tester??
also... in the normal editor, will you have the options like: - Recalculate Normals inside - recalculate normals outside - flip selected normals (selected faces)
can't wait for the UV editor btw =D *hopes you will be able to see the model while editing the UVs* (like how blender does it)
Yes, I do in fact want to help be a beta tester. Whether or not I'll actually be one is yet to be determined.
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« Reply #13880 on: April 07, 2013, 10:00:19 AM » |
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It's good that you stuck to delaying it again. The less bugs/glitches, the better. As for testing, I could try anything related the CHR0 animations that's new for v0.68 if you consider it. I could also try out the new things for the model viewer. But quite a few people have already offered to test, so I'm not "holding my breath".
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« Reply #13881 on: April 07, 2013, 10:06:03 AM » |
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I do wish it was easier to add a set of bones to a model... adding 49 bones in a particular order and then replacing them with what's needed can be quite a pain... I did try hexxing the offsets, but that's tedious as heck, and I still havn't finished it yet... (issues with HexEdit when regaining focus)
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« Reply #13882 on: April 07, 2013, 11:20:36 AM » |
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Random fact: There's so much code for the model viewer that I had to split up the main window code into partial classes. So now there's 28 files of code for everything in the model viewer, not including moveset stuff. That's a lot of code For the Normals editor, will there be options like in 3ds max such as "Unify" or "Average"?
I would like there to be. Although I realized that normals aren't just a rotation around the vertex, but instead a point in space relative to the vertex. Which makes my job a lot harder lol
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« Last Edit: April 07, 2013, 11:22:07 AM by BlackJax96 »
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« Reply #13883 on: April 07, 2013, 11:32:25 AM » |
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Random fact: There's so much code for the model viewer that I had to split up the main window code into partial classes. So now there's 28 files of code for everything in the model viewer, not including moveset stuff. That's a lot of code oh... boy... that's some really nice info for me to look foreward to for my viewer >_<
I would like there to be.
Although I realized that normals aren't just a rotation around the vertex, but instead a point in space relative to the vertex. Which makes my job a lot harder lol
I have documentaion that points out how to render the color used to render the vertex by (including the texture applied to it)
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« Reply #13884 on: April 07, 2013, 11:41:35 AM » |
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I'm exporting DAE files out of BrawlBox. I'm importing them into maya via FBX, but the rig breaks with the following error during import... "While reading or writing a file the following notifications have been raised. Warning: The transform of node "TopN" is not compatible with FBX, so it is baked into TRS. Warning: The transform of node "BlasterM" is not compatible with FBX, so it is baked into TRS. . . . " and so on down the list for every joint. Is there a way to fix this, is it an error with BB's exporter? All of the UVs are intact, so reapplying materials is just a manner of doing it. If the rig would export/import properly weighted, it seems like this is the easiest way to rip models for personal animation. Just convert to dae and open in autodesk software. Has somebody already done this? The end result I want is weighted models with materials that I can rig with controls and such for personal animation. If it's already done, I'd like to just animate Post Merge: April 07, 2013, 11:48:06 AM
Ehh..Probably just disregard that post. It seems like FBX is just not able to properly import dae hierarchies.
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« Last Edit: April 07, 2013, 11:48:06 AM by A6M Zero »
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« Reply #13886 on: April 07, 2013, 12:26:14 PM » |
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I'm exporting DAE files out of BrawlBox. I'm importing them into maya via FBX, but the rig breaks with the following error during import... "While reading or writing a file the following notifications have been raised. Warning: The transform of node "TopN" is not compatible with FBX, so it is baked into TRS. Warning: The transform of node "BlasterM" is not compatible with FBX, so it is baked into TRS. . . . " and so on down the list for every joint. Is there a way to fix this, is it an error with BB's exporter? All of the UVs are intact, so reapplying materials is just a manner of doing it. If the rig would export/import properly weighted, it seems like this is the easiest way to rip models for personal animation. Just convert to dae and open in autodesk software. Has somebody already done this? The end result I want is weighted models with materials that I can rig with controls and such for personal animation. If it's already done, I'd like to just animate Post Merge: April 07, 2013, 11:48:06 AM
Ehh..Probably just disregard that post. It seems like FBX is just not able to properly import dae hierarchies. YUNO just ask at the maya specific tutorial?
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« Reply #13887 on: April 07, 2013, 12:31:28 PM » |
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YUNO just ask at the maya specific tutorial?
actually, that's kinda more my fault... I'm the one who brought him here from SWF
I didn't know about the maya tut XP
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« Last Edit: April 07, 2013, 12:32:53 PM by DarkPika »
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« Reply #13889 on: April 08, 2013, 08:34:16 PM » |
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BJ... if I could make a big request, could you please rename "shaders" to something more fitting.
there's no such thing as GXSL and BP is the texture framework...
what your "shaders" are are nothing more than shared Texture Parameters.
I'm getting real tired of telling people that they're not shaders
EDIT: unless there's an option such as gxCreateShader() :/
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« Last Edit: April 08, 2013, 08:37:12 PM by DarkPika »
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