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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Thu Dec 22, 2016 8:04 pm 
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MrAdults! Remember me? The Qumarion dude. Who wanted ya to incorporate Quma into Noesis? Too bad those JP guys never expanded to ship outside their country huh? The official site hasn't updated in about as long as i've been away...

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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Wed Jan 04, 2017 1:07 am 
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Is it possible to create a key frame with one of axis missing?
I'm trying to convert some animations from a game but it skips out a few frames sometimes on certain axis's,
For example the x and z axis could have a values on frames 50-100 but the y axis doesn't
but it would have one value on frame 50 and one value on frame 100 and then just interpolate between them.

I don't know if this is possible to do in noesis?


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sat Jan 07, 2017 9:40 pm 
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If you want to feed keyframe data that isn't natively supported by the keyframe interpolator, you have to convert it first. In your case, this means generating the keyframe-mismatched elements of your position/rotation/etc. by evaluating them at a given time before feeding them to Noesis.


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Mon Jan 09, 2017 4:44 pm 
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About the scene file used in noesis ,,called xxxxx.noesis .
Is there any guide to read about it?I want to know how to use command "-loadoptions".
I am trying to merge standard .bvh animation into standard fbx models.
Is this possible to be done by noesis's scene file management?


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Mon Jan 09, 2017 11:12 pm 
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Cool thanks for the info, I used the formula x = (1 - a) * x1 + a * x2 to filling the missing parts and it looks smooth judging from a couple quick previews. It's honestly a weird way to store animation info but i guess it saves file space.


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Tue Jan 10, 2017 6:31 am 
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mikulover39 wrote:
Cool thanks for the info, I used the formula x = (1 - a) * x1 + a * x2 to filling the missing parts and it looks smooth judging from a couple quick previews. It's honestly a weird way to store animation info but i guess it saves file space.

:up:

falconcool wrote:
About the scene file used in noesis ,,called xxxxx.noesis .
Is there any guide to read about it?I want to know how to use command "-loadoptions".
I am trying to merge standard .bvh animation into standard fbx models.
Is this possible to be done by noesis's scene file management?

There's no need to use .noesis files for that, just use -loadanim. For example, if exporting file01.bvh to allanims.fbx, add -loadanim file02.bvh -loadanim file03.bvh -loadanim file04.bvh ... to the commandline, and they'll all get smashed together into the FBX output.


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Wed Jan 25, 2017 2:11 am 
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Updated original post with a link to the build automation & tracking site, which gets auto-updated with current builds and documentation.


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 Post subject: Re: Spotlight: Señor Casaroja's Noesis
PostPosted: Sun Feb 19, 2017 9:36 pm 
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Is there a way to flip model and skeleton along axis? sometimes I'm getting models flipped along X in which, for ex., left hand is on the right side of the body. So I think that maybe noesis could handle this flipping thing.


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