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Author Topic: Merging animations with exported .dae?  (Read 1959 times)
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HSX
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« on: January 16, 2011, 10:56:57 PM »


Okay, this is an idea I had that I actually need to happen for something I'm planning on doing.

I was wondering if, in any way possible, something could be done to actually take the animation data from a character's Fit***MotionEtc.pac and embed it into a Collada export of the same character the animations go to. I'm sure that, in terms of brawl hacking, this isn't exactly necessary (unless it could make animating a little easier, if animation data could be modified in a 3D modeling program like Maya and then taken out), but if it's possible, it'd be cool to do, I think. Besides, if it would be possible for the animations to be extracted after edited in Maya, then probably more animation capabilities could be opened.

If it's not possible, then bleh. :c
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    « Reply #1 on: January 17, 2011, 05:58:05 AM »


    Ages ago i looked into this and IIRC FBX (i think its FBX) stores its animation points in float.
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    « Reply #2 on: January 17, 2011, 06:32:46 AM »


    me and my team tried it a few months ago with our Green Screen Project (using a green suit to record our movement and transfer it into Brawl) it worked, but just barely, and it only could work with certain character, you could in theory convert data by doing the old fasion way of manually converting it by doing hours of code work, but I don't think people would be willing to do it, or better yet, they dont have the knowledge of doing it.

    So to answer your question, yea, its plasable. But be ready for some serious work
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    « Reply #3 on: January 17, 2011, 08:25:29 AM »


    me and my team tried it a few months ago with our Green Screen Project (using a green suit to record our movement and transfer it into Brawl) it worked, but just barely, and it only could work with certain character, you could in theory convert data by doing the old fasion way of manually converting it by doing hours of code work, but I don't think people would be willing to do it, or better yet, they dont have the knowledge of doing it.

    So to answer your question, yea, its plasable. But be ready for some serious work

    Hours of work? I'm pretty sure it wouldn't be that hard if you got someone with the knowledge of how both animation formats work and with programming knowledge.
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    « Reply #4 on: January 17, 2011, 09:34:58 AM »


    what I meant was the amount of convertions your doing, that takes time.
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    « Reply #5 on: January 17, 2011, 11:23:06 AM »


    If you could write a program that identifies the pointers to the animation frames and their names, couldn't you theoretically make that tool rip the animation frames and inject them into the .fbx file? (I mean, 3ds Max and Maya both have the option to import and export a .fbx file, so just importing the opencollada document and then exporting it as a .fbx file can work...)
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