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Re: [NOESIS] Dragon Nest, help needed
Posted: Sun Nov 23, 2014 10:38 am
by lolwatt
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/
Re: [NOESIS] Dragon Nest, help needed
Posted: Fri Dec 12, 2014 11:27 am
by orokborokhulu
blender importer is works! thanks
Re: [NOESIS] Dragon Nest, help needed
Posted: Sun Apr 26, 2015 5:17 pm
by CriticalError
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.
Re: [NOESIS] Dragon Nest, help needed
Posted: Sun Apr 29, 2018 7:35 pm
by TheAnkou
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)
.anim import (model is animated -> skin modifier applied)
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
Re: [NOESIS] Dragon Nest, help needed
Posted: Mon Apr 30, 2018 9:52 pm
by shakotay2
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
Re: [NOESIS] Dragon Nest, help needed
Posted: Wed May 02, 2018 3:23 am
by TheAnkou
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
Re: [NOESIS] Dragon Nest, help needed
Posted: Tue May 29, 2018 9:20 pm
by roronoaSanji
Random noob here
I runned the script and imported the .skn but it doesn't have texture?
Re: [NOESIS] Dragon Nest, help needed
Posted: Wed Sep 19, 2018 11:58 am
by tainhx
How to use that plugin in Blender v2.49? And it will work with v2.79?
Re: [NOESIS] Dragon Nest, help needed
Posted: Wed Sep 19, 2018 12:41 pm
by shakotay2
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
Re: [NOESIS] Dragon Nest, help needed
Posted: Wed Sep 19, 2018 5:38 pm
by tainhx
I run script and choose an ani file but nothing happen