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« on: February 11, 2014, 02:17:24 AM » |
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What can we do with this?
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« Reply #1 on: February 11, 2014, 02:27:20 AM » |
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Been waiting to see this! also, congrats on making mega kitten dant 
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« Reply #2 on: February 11, 2014, 05:18:23 AM » |
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what is this for madness? that a reason to get Maya!
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Stupid Tinypic :C
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« Reply #3 on: February 11, 2014, 03:36:35 PM » |
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Dat Falcon. Look at him strut his stuff.
Nicely done Dant. Good to see you're as badass as ever.
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« Reply #4 on: February 11, 2014, 03:38:39 PM » |
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So how did you accomplish this, Dant? \o0o/
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« Reply #5 on: February 11, 2014, 03:39:59 PM » |
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i got maya just for this  lol
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« Reply #6 on: February 11, 2014, 03:57:05 PM » |
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Awesome indeed, Dant.
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« Reply #7 on: February 11, 2014, 05:18:07 PM » |
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Cool as it is, what exactly IS this?
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« Reply #8 on: February 11, 2014, 05:19:25 PM » |
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importing brawlbox's .anim files into maya, then back lol
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« Reply #9 on: February 11, 2014, 07:29:24 PM » |
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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  . 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.
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« Reply #10 on: February 11, 2014, 07:32:54 PM » |
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Oh holy crap.
That's really nice! Nice work!
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« Reply #11 on: February 11, 2014, 07:39:13 PM » |
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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 
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« Reply #12 on: February 11, 2014, 07:44:06 PM » |
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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  . 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
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« Reply #13 on: February 11, 2014, 07:56:56 PM » |
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Really useful, cool. I'll be able to use Maya for something now.
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« Reply #14 on: February 12, 2014, 11:37:30 AM » |
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Keep us posted on development dant  can't wait to see this thing in action
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