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Exteel animations
« on: January 27, 2009, 23:49 » |
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Hi! Just wanted to say that i tried EXTEEL and works really good. On problem though is that the animationfile is 69mb and milkshape seems to hang. Would be nice if we could find a way to sort animations so it becomes less heavy
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Re: Exteel animations
« Reply #1 on: January 28, 2009, 00:11 » |
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All animations are stored in PSA file uncompressed. So, this file may be very large. The problem is in Milkshape - it is slow even when opening relatively small animation files.
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« Last Edit: May 10, 2009, 06:47 by esr911 »
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Re: Exteel animations
« Reply #2 on: January 28, 2009, 00:28 » |
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Yeah, other files are ok though. I have gotten some lineage2 characters to max animated. This is how i did:
Import in milkshape Save as .smd (half-life) and .fbx
First i open the fbx that is character without animation, then i import in same scene the .smd and it adds animations
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Re: Exteel animations
« Reply #3 on: January 28, 2009, 01:14 » |
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Why don't you simply use smd format?
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Re: Exteel animations
« Reply #4 on: January 28, 2009, 02:22 » |
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By some reason the smd did not impoprt model, just bones and animation. Dont know why
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Re: Exteel animations
« Reply #5 on: January 30, 2009, 19:14 » |
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After a couple of hours (during night) i managed to get animations in milkshape working. So far i saw it on my lunch so i need to get home and export to max and the split them up. I will animate, texture and make all models soon. This will be nice
I might even try to do some higher resolution textures
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Re: Exteel animations
« Reply #6 on: January 31, 2009, 00:36 » |
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You are so Naive . GooD luck MAN
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Re: Exteel animations
« Reply #7 on: January 31, 2009, 00:56 » |
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You are so Naive . GooD luck MAN It's not so hard to make animated mesh in 3D editor. Why "naive"?
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Re: Exteel animations
« Reply #8 on: January 31, 2009, 01:04 » |
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Will see Hard to import, the animated mesh back to game. Will be, many errors
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« Last Edit: January 31, 2009, 01:08 by Teoma »
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Re: Exteel animations
« Reply #9 on: January 31, 2009, 01:25 » |
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There are lots of people who have made this many times (me too). It's very easy to import a model into UT2004 or UT3.
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« Last Edit: May 10, 2009, 06:48 by esr911 »
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Re: Exteel animations
« Reply #10 on: January 31, 2009, 04:13 » |
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Yes I agree that is easy, to import in Ut2004 And Ut3. But difficultly To import this all to game, in fact as
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« Last Edit: January 31, 2009, 04:15 by Teoma »
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Re: Exteel animations
« Reply #11 on: February 01, 2009, 00:48 » |
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hm, i managed without any problem to convert animations and put them in my own game but EXTEEL was WAYYYYY to big file to handle. First it took hours for milkshape to open and then hours to convert, then it took A LONG time for max to import
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Re: Exteel animations
« Reply #12 on: April 16, 2009, 23:21 » |
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I just tried to export some models from exteel. When i choose -md5 and -all it exports alot of models from the different archives. But some it doesnt export even though they are in the archive and show up as skeletalmesh in -list. And i also get an error max when trying to import a md5animation. Here is the problem in the scriptfile: if md5animhierarchy[currentbone].md5bone.parentptr!=undefined then It nags about the parentptr
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Re: Exteel animations
« Reply #13 on: April 17, 2009, 11:35 » |
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I have tried some more together with cchrox and and there are some issues in max with exteel parts.
When you open up the individual parts everything is ok. We see a robot + skeleton. But when I add an animation file it suddenly adds a new skeleton.
The -md5 command creates alot more animations than what the psa tool extracts. This means that with md5animation we have to load a new animation for each part, while with psa to fbx we only need to import for the whole robot.
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Re: Exteel animations
« Reply #14 on: April 17, 2009, 12:05 » |
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The weakness of "md5importer for max" is that you should import mesh and immediately import animation. You cannot import animation to mesh, which is imported or loaded by a different way.
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