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    posted a message on Model Animation

    I seem to have found another version of the MODL block, of type 21...

    Now, this just seems very odd to me; the difference between type 20 and 23 were 24 byte, while the difference between type 20 and 21 are 8 byte. Now, anyone else notice that 8*3 = 24, like the number kinda denotes how many 8-byte something there is in the chunk? This surely cannot be a coincidence?

    Or it might be flags, that's a possibility too. But I don't think the number is merely some ID, it has some other meaning to it.

    Okay, I think they are flags, pretty much deciding which data to read. I guess each flag represent an optional entry in the struct, but dunno. At least that would make sense with the MODL chunk.

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    posted a message on Model Animation

    @begebies: Go

    Well, my code is only gonna be supporting .DAE/.OBJ/.M3, dunno if anyone else will make anything for .3DS conversion. :)

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    posted a message on Model Animation

    The integer after the bone ref in the model header is the number of bones used for geometry (i.e. after the n first bones the ribbon, attachment bones etc. starts).

    No idea why they need to store that, but I guess it defines the highest index you can have in the bonelist (n-1).

    Actually, it seems that the first set of bones in the array are visible, while the last set of bones are not visible... I'd guess it's something like NumVisibleBones.

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    posted a message on Model Animation

    @NiNtoxicated01: Go

    No, the one in the zealot is a combo matrix with both rotation and translation data. I just can't help thinking it has to be related to why some models get rendered wrong in 3ds Max.

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    posted a message on Model Animation

    NiN: Have you tried to use that rotation matrix that comes right after the IREF reference on the bones? It's a rotation matrix, and it needs to be applied to something - either it's meant to rotate the whole model or it's meant to be used on each bone, only explanation I can think of. Like, how each bone has an initial value for position, rotation and scaling, maybe the IREF block also have an initial matrix you should rotate with first?

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    posted a message on Model Animation

    @xcorbo: Go

    No idea, is there any other models with hair/tail/fur like stuff?

    EDIT: I came to think... What if this hair-like thingie is an attachment? Gotta check that out.

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    posted a message on Model Animation

    I noticed in-game now that Zealots actually have hair that isn't included in the geosets.

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    posted a message on Model Animation

    I mentioned you as author in the text now. :)

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    posted a message on Model Animation

    @NiNtoxicated01: Go

    I talked with the folks there and told them to change me to owner. I can transfer it to you if you want?

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    posted a message on Model Animation

    I want a rather simple model, with some bones, an animation, and an UV wrapped material. And it should include two meshes. It should be exported to OpenCOLLADA (not Autodesk Collada), not sure if the OpenCOLLADA plugin is included in 3ds Max (don't think so).

    Would been awesome if someone could fix that (I cannot get my head around 3ds Max, the only thing I can do is import models :P).

    Nin: The last three shorts in the REGN struct... In the M2 files, the short after the bone stuff looked like it could be the root bone or something, so the first of these shorts could be the root bone possibly. The second short isn't actually a short, it's two bytes, indices I think, because the two bytes contain the same value. The third short, I have no idea what is, but maybe related to the two bytes before it?

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    posted a message on Model Animation

    By the way, NiN, your script is posted at http://sc2.nibbits.com/assets/m3-import-011-plugin-for-3ds-max/, you should probably claim it as you made the script (unless it was you who submitted it there).

    I've almost completed the code to serialize models into .m3 files, what I need now is some Collada file with animations and materials, so I can start working on code to read that data into the current object-structure I got.

    I can also do some testing on how much data is needed, what can be excluded etc. as soon as I got my code finished.

    Posted in: Project Workplace
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    posted a message on Model Animation

    @xcorbo: Go

    I'm trying to sort out some code to write the m3 files, I'll make you a blank file as soon as I've got it ready (can't be arsed to write a file manually :p).

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    posted a message on Model Animation

    @xcorbo: Go

    I'm not sure what you mean by blank? A .m3 file with no data?

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    posted a message on Model Animation

    @Sixen: Go

    Here is color applied simply by defining a color for the diffuse texture: http://img687.imageshack.us/img687/1975/rendercolor.png

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    posted a message on Model Animation

    @NiNtoxicated01: Go

    If you look at it's feet, and it's knee-protectors and the thingie in the middle, you notice the seams...

    Compare with this render: http://img39.imageshack.us/img39/7449/renderf.png

    At least I see a difference.

    Posted in: Project Workplace
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