Poll & Discussion: We wish the site to continue (Y/N)
Search found 4134 matches
- Tue Dec 25, 2018 3:18 pm
- Forum: Tutorials
- Topic: Make_obj (C source)
- Replies: 45
- Views: 29179
Re: Make_obj (C source)
yeah, I'm totally surprised, too. :D (made an update to the previous zip) But I really need a break here. Still some spoiled meshes, with er045_0001_02_m01.mbg for example. You may check out for yourself (using hex2obj for example) which correction might be false; or maybe vBlock and FIblock pairs d...
- Tue Dec 25, 2018 2:59 pm
- Forum: 3D/2D models
- Topic: gameplay3d format .gpb
- Replies: 5
- Views: 1170
Re: gameplay3d format .gpb
FVFsize may be 64, too:
- Mon Dec 24, 2018 2:39 pm
- Forum: 3D/2D models
- Topic: [HELP]Bones in noesis
- Replies: 12
- Views: 3472
Re: [HELP]Bones in noesis
So, final result should be this one, right? ((orientation(eulerAngles)), (orientation(eulerAngles)), (orientation(eulerAngles)), (position(vector3))) Then, from wich quaternions do i take the three orientation angles? In the .akc archive, in each bone, the field "Orientation" only have 1 ...
- Mon Dec 24, 2018 12:16 pm
- Forum: 3D/2D models
- Topic: gameplay3d format .gpb
- Replies: 5
- Views: 1170
Re: gameplay3d format .gpb
format is a little bit tricky because you might think of big endian data at a first glance, but isn't:
- Mon Dec 24, 2018 11:50 am
- Forum: 3D/2D models
- Topic: [HELP]Bones in noesis
- Replies: 12
- Views: 3472
Re: [HELP]Bones in noesis
Or just 1xeuler angle? (0, 0, 0) yep, see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/ I understand how to make the first one, but the 4x3 matrix in noesis requires 4xvector 3, then i dont know how to fill the rest of information if it is the second case. 4t...
- Mon Dec 24, 2018 4:48 am
- Forum: Tutorials
- Topic: Make_obj (C source)
- Replies: 45
- Views: 29179
Re: Make_obj (C source)
well, thing is, there's unrecognized vertex blocks:
- Sun Dec 23, 2018 4:22 pm
- Forum: 3D/2D models
- Topic: [HELP]Bones in noesis
- Replies: 12
- Views: 3472
Re: [HELP]Bones in noesis
3x4 matrix is for rotation, vec4 for position (or 4x4 matrix, last column can be ignored, so 4x3 in Noesis) But as a noob, as you wrote, you wouldn't start like this. If you had hex data as a base, then 'yes' but since you've ASCII data here (.AKC) it would make more sense to "convert" the...
- Sun Dec 23, 2018 3:02 pm
- Forum: Tutorials
- Topic: Make_obj (C source)
- Replies: 45
- Views: 29179
Re: Make_obj (C source)
well, too bad. The "bug" was not a bug, it worked as expected but I didn't get the real problem so far (need more time, next year, I assume (: ) I made a workaround (see updated zip in my previous post) so that you can load the meshes at least into blender for example. Then erase the spoil...
- Sun Dec 23, 2018 1:42 am
- Forum: Tutorials
- Topic: Make_obj (C source)
- Replies: 45
- Views: 29179
Re: Make_obj (C source)
thanx for reporting, leyme!
Here's an update for the SuperHeroGeneration auto correction (which had a problem; checked hg009_0001_01_m01.mbg only!): (no source update this time because ZoE source part is not ready for release and I'm too lazy to cut it from the actual source)
Here's an update for the SuperHeroGeneration auto correction (which had a problem; checked hg009_0001_01_m01.mbg only!): (no source update this time because ZoE source part is not ready for release and I'm too lazy to cut it from the actual source)
- Fri Dec 21, 2018 8:11 pm
- Forum: 3D/2D models
- Topic: [HELP] Get Bone and Animation for model
- Replies: 52
- Views: 11793
Re: [HELP] Get Bone and Animation for model
I don't have an opinion about them and it's not needed; we've the bone names and matrices; all we need is a suitable smd file for it with hierarchy such as: Spine3 - Neck - Clavicle - Upperarm - Forearm - Hand - Finger Pelvis - Spine - Thigh - Calf - Foot - Toe Spine - Spine1 - Spine2 - compare to b...
- Fri Dec 14, 2018 5:55 pm
- Forum: 3D/2D models
- Topic: [HELP] Get Bone and Animation for model
- Replies: 52
- Views: 11793
Re: [HELP] Get Bone and Animation for model
dunno why you opened another thread for it. As I wrote the .bon format is weird only thing that makes sense for me is the negation of assumed x position of L/R Forearm: 16 Bip01 L Forearm 8C 09 0B 00 00 00 00 00 43 00 00 00 E0 02 3B 01 E0 63 51 0E 00 00 00 00 AE 0A 07 00 E0 02 3B 01 00 00 19 Bip01 L...
- Wed Dec 12, 2018 7:02 pm
- Forum: 3D/2D models
- Topic: Demons Souls Collision Models *.hkx
- Replies: 1
- Views: 675
Re: Demons Souls Collision Models *.hkx
simple; but it's important to choose an offset of 2 for the face indices:
- Sun Dec 09, 2018 10:56 pm
- Forum: 3D/2D models
- Topic: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
- Replies: 5
- Views: 1491
Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
So you got a bunch of 35 files with different types then, right? For example 6 .hkx files. But the skeleton.hkx doesn't contain the strings "hka" or "hkClass". Even worse the c00_000_00.flver created by the bms script doesn't have a FLVER signature at file start which I got when ...
- Sun Dec 09, 2018 5:23 am
- Forum: 3D/2D models
- Topic: The i of the dragon .msh .anm
- Replies: 26
- Views: 4774
Re: The i of the dragon .msh .anm
Someone needs to write a script.
Format is simple but seems they've mixed the face indices for vertices and uvs in a strange way.
(tried every second FI and every 2nd face for uvs, at no avail)
Format is simple but seems they've mixed the face indices for vertices and uvs in a strange way.
(tried every second FI and every 2nd face for uvs, at no avail)
- Sat Dec 08, 2018 8:30 pm
- Forum: 3D/2D models
- Topic: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
- Replies: 5
- Views: 1491
Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
You'll need to invest more efforts to get more progress, for example use tools to extract files from the .bnd.
There's flver contained which I used hex2obj on but there might exist scripts, too.
There's flver contained which I used hex2obj on but there might exist scripts, too.
