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Author Topic: Guilty Gear Strive  (Read 20229 times)
spiritovod
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Re: Guilty Gear Strive
« Reply #15 on: June 22, 2025, 22:11 »

Both builds from this topic, as well as ACL 2.1 build, can now export scale keys to gltf and psa. Please report possible issues with scale keys, but note that most games has default scale (1.0) baked into animations anyway.
« Last Edit: June 25, 2025, 00:29 by spiritovod » Logged
zangchunyu
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Re: Guilty Gear Strive
« Reply #16 on: June 23, 2025, 05:59 »

Both builds from this topic can now export scale keys to gltf, as well as ACL 2.1 build. Please report possible issues with scale keys, but note that most games has default scale (1.0) baked into animations anyway.
It works great by now, huge thanks!
Is it possible to add this for ActorX export?  grin
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spiritovod
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Re: Guilty Gear Strive
« Reply #17 on: June 23, 2025, 23:01 »

@zangchunyu: The problem is that neither psa export nor ActorX importer doesn't support time arrays in the core, unlike gltf. Reworking the whole thing would take a lot of time, considering that I'm not fluent in 3ds max scripting. I can only provide a workaround with linear interpolated intermediate keys, but that's not totally accurate. It's better to use gltf export, where only actual keys are loaded on timeline according to time arrays and users can interpolate them however they want. Anyway, "materials" build has this workaround now and you can use updated importer, which can import scale keys from psa (available in the archive with specific build).
« Last Edit: June 25, 2025, 00:15 by spiritovod » Logged
zangchunyu
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Re: Guilty Gear Strive
« Reply #18 on: June 24, 2025, 05:06 »

@zangchunyu: The problem is that neither psa export nor ActorX importer doesn't support time arrays in the core, unlike gltf. Reworking the whole thing would take a lot of time, considering that I'm not fluent in 3ds max scripting. I can only provide a workaround with linear interpolated intermediate keys, but that's not totally accurate. It's better to use gltf export, where only actual keys are loaded on timeline according to time arrays and users can interpolate them however they want. Anyway, "materials" build has this workaround now and you can use attached updated importer, which can import scale keys from psa.
Thanks for the detailed explanation of the material build.
According to my testing by far, everything works just GREAT for the scaling keys.
Btw, the special normal data works WONDERFUL also, maybe we could just update this version of actorXImporter.ms as the "recommended" by default.
--------
Update: there's a small bug that every anim segments are reproducing the first segment's scale track. for example, if the psa animSet contains anim A,B,C while A has scale keys then B and C will also have the same scale tracks. If A doesn't have scale keys while C does, then C will not show the scale anims in 3D max. I'm not sure whether this copying was happened in the process of exporting from UViewer or in importing into 3DMax.


* halo_psk.rar (28.51 KB - downloaded 266 times.)
* halo_order_1.rar (61.34 KB - downloaded 255 times.)
* halo_order_2.rar (60.91 KB - downloaded 267 times.)
« Last Edit: June 24, 2025, 10:28 by zangchunyu » Logged
zangchunyu
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Re: Guilty Gear Strive
« Reply #19 on: June 24, 2025, 22:20 »

Minor fixed version attached below.

* ActorXImporter_mod.ms (64.95 KB - downloaded 287 times.)
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spiritovod
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Re: Guilty Gear Strive
« Reply #20 on: June 25, 2025, 00:14 »

@zangchunyu: Thank you for the fixed importer, much appreciated. I totally forgot that position is reset on reading each sequence data and it should be restored manually. Since it works as expected for you, it's now added to the archive with specific build. I've also updated specific build to handle edge cases when an animation has only one baked scale key per track.
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