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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Sun Nov 23, 2014 10:38 am 
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Szkaradek123 wrote:
Hello

Here is blender importer for models from this game.
It works only with Blender version 249 and Python version 2.6


It import skinned and textured meshes with animations.

-select *.skn files for importing meshes
-select *.ani files for unpacking animations
-after unpacking *.ani files select *.anim files for animation

For Noesis use fbx blender exporter.

Importer:
http://www.mediafire.com/download/9fo7x ... -20%5D.zip


Example:
http://www.mediafire.com/download/9a45j ... onnest.zip


Awesome!

Before I download everything to have a look, does it work with any version of Dragon Nest?

It seems there are 3 loool

http://dragonnest.nexon.net/
http://dn.cherrycredits.com/
http://www.dragonnest.eu/


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Fri Dec 12, 2014 11:27 am 
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blender importer is works! thanks


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Sun Apr 26, 2015 5:17 pm 
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Szkaradek123 wrote:
Hello

Here is blender importer for models from this game.
It works only with Blender version 249 and Python version 2.6


It import skinned and textured meshes with animations.

-select *.skn files for importing meshes
-select *.ani files for unpacking animations
-after unpacking *.ani files select *.anim files for animation

For Noesis use fbx blender exporter.

Importer:
http://www.mediafire.com/download/9fo7x ... -20%5D.zip


Example:
http://www.mediafire.com/download/9a45j ... onnest.zip

many thanks for the wonderful share, any chance to make support in Noesis? really would be grateful if you can make adaptation to Noesis, many thanks for your time mate.


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Sun Apr 29, 2018 7:35 pm 
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Szkaradek123 wrote:
Hello

Here is blender importer for models from this game.
It works only with Blender version 249 and Python version 2.6


It import skinned and textured meshes with animations.

-select *.skn files for importing meshes
-select *.ani files for unpacking animations
-after unpacking *.ani files select *.anim files for animation

For Noesis use fbx blender exporter.

Importer:
http://www.mediafire.com/download/9fo7x ... -20%5D.zip


Example:
http://www.mediafire.com/download/9a45j ... onnest.zip


Hello, your script works perfectly, but there is a problem with Skin modifier, it doesn't apply on .msh when import .skn (also there is wrong bone hierarchy) file into blender, but succesfully applies and set bone hierarchy when import .anim file
As you can see on screenshots,

.skn import (rotating bones doesn't change model position, that means Skin modifier isn't applied)
Image

.anim import (model is animated -> skin modifier applied)
Image


Might be usefull: http://www.gpbeta.com/post/develop/drag ... converter/

I'm really need mesh with skin modifier in bind pose, thanks

Best wishes,
Ankou


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Mon Apr 30, 2018 9:52 pm 
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TheAnkou wrote:
but there is a problem with Skin modifier, it doesn't apply on .msh when import .skn
I don't think so, look at mesh.skinList.append(skin) in def mshParser(filename,g).

Quote:
(also there is wrong bone hierarchy)
In fact the above mentioned parser creates a skeleton ('bind') without bones hierarchy. The parenting information is read from the anim files later.

So def aniParser(filename,g) creates the anims from lotus_golem.ani for example and
def animParser(filename,g) creates the 'pose' skeleton using the parent/child info from an anim file.

That's the way it goes, the anims are shown correctly.

I modified the py script to get the mesh with hierarchical skeleton (without creating anim frames). Then deleted the 'bind' skeleton.
Code:
def animParser(filename,g):
   skeleton=Skeleton()
   skeleton.name='pose'
   skeleton.BONESPACE=True
   skeleton.NICE=True
   action=Action()
   action.BONESPACE=True
   action.BONESORT=True
   
   bone=Bone()
   bone.name='Scene Root'
   bone.matrix=Matrix().invert()
   skeleton.boneList.append(bone)
   while(True):
      if g.tell()==g.fileSize():break
      bone=Bone()
      child = g.find('\x00')
      parent = g.find('\x00')
      abone=ActionBone()
      abone.name=child
      bone.name=child
      bone.parentName=parent
      
      pos = VectorMatrix(g.f(3))#;print m,pos
      rot = QuatMatrix(g.f(4)).resize4x4()#c;print m,rot
      scale = g.f(3)
      count = g.i(1)[0]
      bone.matrix=rot*pos
      for m in range(count):#position keys
         g.H(1)[0]
         g.f(3)
      count = g.i(1)[0]
      for m in range(count):#rotation keys
         g.H(1)[0]
         g.short(4,'h',15)
      count = g.i(1)[0]
      for m in range(count):#scale keys
         g.H(1)[0]
         g.f(3)
      #action.boneList.append(abone)
      skeleton.boneList.append(bone)   
   skeleton.BINDMESH=True
   skeleton.draw()
   scene = bpy.data.scenes.active
   for object in scene.objects:
      if object.type=='Mesh':
         bindPose('bind','pose',object)
         #skeleton.BINDMESH=True
   #action.skeleton='pose'      
   #action.draw()   
   action.setContext()




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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Wed May 02, 2018 3:23 am 
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shakotay2 wrote:
I modified the py script to get the mesh with hierarchical skeleton (without creating anim frames). Then deleted the 'bind' skeleton.


Hi, script works perfectly!

shakotay2 wrote:
In fact the above mentioned parser creates a skeleton ('bind') without bones hierarchy. The parenting information is read from the anim files later.

But i wanted that when you import .skn, script imports mesh already with bones hierarchy. Because when i convert model to .nif and animations to .kf file and load them in nifskope, due to mesh without bone hierarchy, animations are not loading.

Anyways, with your script to load .anim without keys, i have found another way to do that properly.
Thanks for reply and script, have a nice day!

Best wishes,
Ankou


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Tue May 29, 2018 9:20 pm 
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Random noob here

I runned the script and imported the .skn but it doesn't have texture?


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Wed Sep 19, 2018 11:58 am 
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How to use that plugin in Blender v2.49? And it will work with v2.79?


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Wed Sep 19, 2018 12:41 pm 
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tainhx wrote:
How to use that plugin in Blender v2.49?
review some of the dozens of posts of Szkaradek how to use his scripts, especially with Win7 and later.
Quote:
And it will work with v2.79?
nope

_________________
Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: [NOESIS] Dragon Nest, help needed
PostPosted: Wed Sep 19, 2018 5:38 pm 
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I run script and choose an ani file but nothing happen


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