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[NOESIS] Dragon Nest, help needed

Post questions about game models here, or help out others!
lolwatt
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Re: [NOESIS] Dragon Nest, help needed

Post by lolwatt » Sun Nov 23, 2014 10:38 am

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/

orokborokhulu
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Re: [NOESIS] Dragon Nest, help needed

Post by orokborokhulu » Fri Dec 12, 2014 11:27 am

blender importer is works! thanks

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CriticalError
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Re: [NOESIS] Dragon Nest, help needed

Post by CriticalError » Sun Apr 26, 2015 5:17 pm

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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TheAnkou
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Re: [NOESIS] Dragon Nest, help needed

Post by TheAnkou » Sun Apr 29, 2018 7:35 pm

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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shakotay2
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Re: [NOESIS] Dragon Nest, help needed

Post by shakotay2 » Mon Apr 30, 2018 9:52 pm

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).
(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: Select all

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()
Lotus_Golem_test.jpg
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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TheAnkou
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Re: [NOESIS] Dragon Nest, help needed

Post by TheAnkou » Wed May 02, 2018 3:23 am

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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roronoaSanji
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Re: [NOESIS] Dragon Nest, help needed

Post by roronoaSanji » Tue May 29, 2018 9:20 pm

Random noob here

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

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Re: [NOESIS] Dragon Nest, help needed

Post by tainhx » Wed Sep 19, 2018 11:58 am

How to use that plugin in Blender v2.49? And it will work with v2.79?

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shakotay2
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Re: [NOESIS] Dragon Nest, help needed

Post by shakotay2 » Wed Sep 19, 2018 12:41 pm

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.
And it will work with v2.79?
nope
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

tainhx
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Re: [NOESIS] Dragon Nest, help needed

Post by tainhx » Wed Sep 19, 2018 5:38 pm

I run script and choose an ani file but nothing happen

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