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Re: SW Battlefront 2015 model files

Posted: Tue Dec 29, 2015 10:57 pm
by JakeGreen
artworkplay wrote:@Wobble
I have to ask, did you encounter any problems with getting head meshes to import properly? dainiuxxx's Frostbite mesh importer maxscript had problems extracting head meshes and since SWBF is a Frostbite game, well... I'm just assuming they'd have the same format problems.
When you say imported properly you're meaning it looking normal as normal can be for a face or something else?

Cause all frostbite games mess their heads up bad and use code to tell the rigging were to go to make it proper.

Because no matter what frostbite game you rip from the faces are most likely going to look like this or worse.

Image

Re: SW Battlefront 2015 model files

Posted: Tue Dec 29, 2015 11:30 pm
by artworkplay
JakeGreen wrote:
artworkplay wrote:@Wobble
I have to ask, did you encounter any problems with getting head meshes to import properly? dainiuxxx's Frostbite mesh importer maxscript had problems extracting head meshes and since SWBF is a Frostbite game, well... I'm just assuming they'd have the same format problems.
When you say imported properly you're meaning it looking normal as normal can be for a face or something else?

Cause all frostbite games mess their heads up bad and use code to tell the rigging were to go to make it proper.

Because no matter what frostbite game you rip from the faces are most likely going to look like this or worse.
Figured as much. For every great engine there's one lousy trade-off.

Re: SW Battlefront 2015 model files

Posted: Wed Dec 30, 2015 12:15 pm
by Wobble
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Re: SW Battlefront 2015 model files

Posted: Wed Dec 30, 2015 10:25 pm
by artworkplay
Lower eyelids looked unnaturally stretched forward. Same as JakeGreen's Leia pic above.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 12:40 am
by Wobble
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Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 1:36 am
by urgarulga
Wobble wrote:
Ah, I see it now. Is there a reason for that? That's how the vertices are originally stored. The loader does no transformations whatsoever.
to make the facial animations as universal as possible - if every single head has the same bind pose it is way easier to make animation sequences for all of them. You'd have to find the animation file for the 'idle' pose and the proper bone positions for the facial features to fix them.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 2:29 am
by Wobble
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Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 11:37 am
by JakeGreen
Man it would be really nice if you'd share the 3ds max script here cause it'd be a lot of help getting out other models i haven't been able to get out.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 1:50 pm
by urgarulga
Wobble wrote:Well, if you know where those eyelid animations or transforms are, please let me know.
I wish I knew. this is only a theory - the entire thing could be hard-coded as well, its just an educated guess on how I would have done it.

After searching through the folders I've found these:

Code: Select all

--EBX
bundles\ebx\animations\rigs\humanoids	battlebeyond_01_masterskel.ebx
bundles\ebx\animations\rigs\humanoids	battlebeyond_01_skeleton.ebx
bundles\ebx\animations\rigs\humanoids	hero_forceuser_darthvader_masterskel.ebx
bundles\ebx\animations\rigs\humanoids	humanmale.ebx
bundles\ebx\animations\rigs\humanoids	humanmale_1p.ebx
bundles\ebx\animations\rigs\humanoids	humanmale_1p_masterskel.ebx
bundles\ebx\animations\rigs\humanoids	humanmale_masterskel.ebx
bundles\ebx\animations\rigs\humanoids	wshumanmale_ragdoll_convertedragdollmodel.ebx
bundles\ebx\animations\rigs\humanoids	wshumanmale_ragdoll_convertedragdollmodel_physics_win32.ebx
--RES
bundles\res\animations\rigs\humanoids	wshumanmale_ragdoll_convertedragdollmodel_physics_win32 49411f5f3584d239 10030001a0200000e02000005c050000.hknondestruction
Not sure if the .ebx files contain any data (probably a pointer to a chunk file?) at all and there is only one full skeleton in the RES folders. These master skeletons could contain the information for the 'default' facial position but I don't really know - just a guess.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 5:14 pm
by Wobble
[out]

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 6:22 pm
by artworkplay
Wobble wrote:
That's what I'm using for my own skeleton. However, the mesh is already transformed, so the skeleton by itself doesn't help to fix the eyelids. What we need is a frame of animation.

Also, I'm not entirely sure if skeletal animation would help to transform them info place. There are only two bones controlling an entire eyelid. (LeftUpEyelid, LeftLowEyelid), and each bone is assigned to almost 300 vertices. Can only two bones transform all of those vertices back into place? Maybe. Hopefully, they are not controlled by morphs or physics.
Just for example... in BF4 and Hardline, skeleton was accessed by the maxscript importer is an ebx file converted to .txt in Animations called WarsawAntSkel01.txt. In BF3 it was called VeniceAntSke01.txt. It had bones for eyelids, eyebrows, nose, cheeks, eyeballs, lips etc.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 7:06 pm
by urgarulga
Wobble wrote:
That's what I'm using for my own skeleton. However, the mesh is already transformed, so the skeleton by itself doesn't help to fix the eyelids. What we need is a frame of animation.

Also, I'm not entirely sure if skeletal animation would help to transform them info place. There are only two bones controlling an entire eyelid. (LeftUpEyelid, LeftLowEyelid), and each bone is assigned to almost 300 vertices. Can only two bones transform all of those vertices back into place? Maybe. Hopefully, they are not controlled by morphs or physics.
bummer. can't judge just from pictures if 2 bones could fix all of that, there's a chance that they do.

Probably need an animation sequence where the faces are animated as you suggested. sadly there's no animation file management tool so I can't help you there - maybe you can do one? If I remember correctly the older SWBF scripts for the beta had the ability to import full animations but I think the guy didn't share anything regarding that in the end.

Re: SW Battlefront 2015 model files

Posted: Thu Dec 31, 2015 10:49 pm
by zaramot
I'm guess you just need skeleton not animation or anim. sequence, if this game using base skeletons, then you just need one of them. I did script for Army of Two: The Devil's Cartel and one more Frostbite game, there faces were even worse. They used skeletal animation (matrix palette skinning) or gpu skinning like someone calling this technique. Maybe here too?

Re: SW Battlefront 2015 model files

Posted: Fri Jan 01, 2016 3:35 am
by JakeGreen
zaramot wrote:I'm guess you just need skeleton not animation or anim. sequence, if this game using base skeletons, then you just need one of them. I did script for Army of Two: The Devil's Cartel and one more Frostbite game, there faces were even worse. They used skeletal animation (matrix palette skinning) or gpu skinning like someone calling this technique. Maybe here too?
You can get the bones out just fine with dainazinas BF4_Bone_Maker(1.3).ms but it wont be any good until someone edits his main 3ds max model importer cause it gives the proper skin modifier to the meshes.

You just have to manually set the bone count for characters,vehicles....ect and the bone count for the alpha was 266 and in the beta i think it was 268 and not sure what it is in the full game but it's probably around that.

The ones you want are humanmale_masterskel.txt and humanmale.txt

This is apart of the code you'd need to edit from dainazinas script.

--bone count has to be set manually for now

bone_count = 266

I think you can find it here viewtopic.php?f=33&t=13145

Re: SW Battlefront 2015 model files

Posted: Fri Jan 01, 2016 5:44 am
by Wobble
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