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Messages - gfxmachine

Pages: 1 [2]
16
Technical forum / Re: Maya
« on: September 10, 2005, 12:03:34 PM »

Quote
MilkShape or CharacterFX or... or...

Fragmotion.

This and Character Fx support weights (good for organic joint deformation) while Milkshape 3d hasn't. I need to guess if ms3d format supports it at least; then the python blender script could export it and we'r saved sooner or later :)

BTW, tools for importing a texture mesh and animating are a bunch: in mid cost or low cost or free you mean, yup, gmax(md5 export only), blender, 3d canvas, gamespace(a bit pricy imho compared to the others and results) , messiah, hash, etc. Maya,lw,max(ms3d export, too),xsi(ms3d export also, I think) export directly as x, obj.

An x loader would be great, but is a load of work. Mnemonic is working hard on the tools, so I think definitely the way we should aim to is discover how to export weights animation from blender in ms3d format. I'll dig about that one.


17
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 10, 2005, 11:55:53 AM »
good advice.

At least, do so while you also learn the wintermute engine, which seems easy to learn.

BTW, be sure to download Blender 2.37, the latest one, as it's become realy easier.

And next version would be really an improve in animation.


BTW, I felt that way with blender, and tried to learn in different moments...but it has become really easier than it was... Just is different. You need to learn some key things of its ways, later one is all the same :)

look for docs at blender org, though they'r quite outdated in several cool and quick ways.

Oh, no need the right click thing, u can configure that in Blender's preferences, and force left clik as in other softwares.

Just feel curious bout it. It needs no more than that. Look at it as an strange but interesting experiment not pretending to dominate it at first but only the small task of how to do some simple task at a time, and with some of those u learn, u unnoticedly  learn to do it all; you'll be learning it's methodology of use, as in that, tends to be quite coherent and constant.

It's not my choice of UIs, but can be leanrt, and by all means is the most powerful for free.



18
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 06, 2005, 05:58:08 PM »

Blender is surely best option, in the free field.

Anyway, Anim8or is easier. But less powerful, and maybe it's 3ds export is only good for the collissions, but not camera or lights export. But I am not sure.

www.anim8or.com

Strata was easy and good and there was a free version years ago.

you have some others ones...let me think...Truespace 3.2 is free... available at download.com, I thing, find through caligari's site, but Anim8or and Blender rendering is much better...

you have also Art of Illussion, but need java JRE installed, and ..imho Anim8or is easier, and I prefer personally Blender better....Though AOI has a magnific renderer, and loads of possibilities.


I do prefer Blender.But is not easy to learn, true.

Yet so, there's nice stuff in Anim8or, like the fact it has edge creasing for smoothing normals, setting an angle threshold (autosmooth in Max, do not mess with the subdividing concept! )

Blender has not got yet this.

An easy one...Neither have ever used...but probably is of the kind of simply3d.(I have that one)

http://www.freeserifsoftware.com/software/3dPlus/default.asp

Though being from freeserifsoftware, seems no free register required  ???

An old and a bit complex to handle 3d package, also free :
http://k3d.sourceforge.net/


I find this one hard for a newbie, but hey, is free too :
http://openfx.org


-Conclussion: go for Blender in first place, if you can't, for Anim8or. And if that one is yet hard, for that 3dserif plus or however it's called. Blender can't be learnt without the docs , there extremely good doc online at blender.org site. You can download too.Once you lear the general workflow is not so hard.


19
Game design / Re: Blender and WME
« on: September 05, 2005, 10:24:41 PM »
But anyway, think of one-piece unchunked and interplotated md3 as a great solution for old machines, is good too.

Anyway, I suspect is been quite a task to make the ms3d loader, to ask for new formats...

20
Game design / Re: Blender and WME
« on: September 05, 2005, 10:22:10 PM »

Well, that's another reason while in every engine I help, I vote for *.x files... An x file is allways an x file: blender script author have to  adhere to standard format, and so, no matter if Blender updates...same with 3ds. Imho much better than using the Max n.nn.nnn version or same with blender. Format will undobtedly change with versions... While x format can be loaded in dx9 or dx8, or whatever teh engine...Seen it loaded in totally open gl based engines.

And how sweet it is to export so directly from max, Blender and xsi, hehe.

i mean, those fantastic changes -am pretty aware of them, used some of latest builds-  wont mean any change for x files, neithe rshouldn't for 3ds files. besides you can allways use an older Blender. With 2.37 of today, you can use both plugins, btw.




21
Game design / Re: Blender and WME
« on: September 03, 2005, 08:29:46 PM »
"(3d chars over prerendered backgrounds), and it affords scripting."

Well, that could be indeed enough for now...yet it'd be very good to be able to load geometry for the level...

In the meantime, somekind of vr thing...That is, is a bitmap, and as you rotate the "camera" the continuos long bitmap woul drotate accordingly.I think the engine actually only does a horizontal scroll, is more a work of the gfx artist to make that seamless, or actually grab some vr from reality with a camera.

Yet though, is it planned for the future 3d scenery loading?
BTW, I am mostly interested on ease of developing...meaning it being as less code as possible, as I am not a programmer...That and the comercial prices.

"The .x-exporter is nice, but unfortunately I don't know of any porgram yet that can import .x and export to .ms3d"

Max can do. There's somewhere a fully featured user made milshape exporter for max, bones included, and etc stuff. My purchased Ultimate Uwnrap maybe can, but never tested. I do all x<-->other format conversions with it, plus with some other converter I have.

I was suggesting actually a direct Wintermute loader of *.x format, as I see it as the more implemented format by third party plugins in 3d tools, in what is formats with bones and weights.


" - which is what we need for WME. But can you point me to the woking Milkshape exporter you mentioned? The ones I found so far didn't work at all"


maybe after all it does not work...My first language is not english; maybe I understood badly, but thought the one posted as text in the last post here was actually a working anim version... :

http://www.elysiun.com/forum/viewtopic.php?t=30004&start=15


And while I'm here, and speaking bout Blender.... :

- md2 format (old format, often bad shading. Limited to 4096 verts, I think. Often wobbling of vertices, that is , trembling "meat" a bit weird. For not using floats for coords or something)

http://scourage.servebeer.com/programming/blender

i tested it to work perfectly both import and export. Remember: no bones (and no weights, but bending smoothness is preserved, reason why often is preferable even to ms3d format! ) .No spline interpolation: the animation is not as smooth as u see in ur 3d packages. The interpolation between frames is linear, that's why. Solution: keyframe most frames, but that's very memory and performance heavy, as md2 as like snapshots of whole mesh vertices at each keyframe. Reason why is god idea for distant lots of low pol chars like in rts games, bad idea for Graphic adventures or today's hi pol fps models. Specially I would not use it for graphic adventures.For other purposes, is yet handy.

- md3 format. This one works, try it, I did, and worked.

http://www.freewebs.com/estrato/misc.htm

Notes bout md3:

Also is based on vertex animation. No bones. Advantages over md2: it allows more graphic formats, resolutions of bitmaps, etc. More vertex count, so more allowed on package on exporters (ie: md3 exporter for gmax only allows the limit of md3: 8092 ) What i see as a disadvantage is the typical chunked mode way of md3 models. I hate to part model in pieces and trust the engine to caculate a melting of 50% between parts...i prefer to treat it as an md2, full piece, so I control how weights act.again, is not real weights, but md2 and md3 vertex animation are really a bake of your weights and bones animations; in thi sway is more accurate than an ms3d or HL1 model animation. (i can animate with accomodation tricks: I just have that possibility PLUS smooth weights when the feature is available, and is soooo much better ;)   )


- md5. A great format, very optimized for games, and  very powerful. yet though, usually loaded with the basic bones and weights only, as typical shareware games user or indy gamer doesn't have such 3d cards...

This is simply the best format. But is such a disadvantage that certain packages do not have support for it that for now I yet position it bellow *.x

Blender md5 exporter :
http://www.doom3world.org/phpbb2/viewtopic.php?t=1711

Blender md5 importer :
http://www.doom3world.org/phpbb2/viewtopic.php?t=6901


- x format. The more stablished.(already spoke enough about it)

Ben's (original exporter author) export plugin :
http://xoomer.virgilio.it/glabro1/python.html

Ben's recently started Blender Importer :
http://xoomer.virgilio.it/glabro1/import.html

Just notice that specially with x format in Blender, is needed to read the sort explanations Ben has in his site.

The Jox modification of Ben's exporter. It is the one I actually allways use :
http://development.mindfloaters.de/DirectX_Exporter_Mod.8.0.html
I have the latest version allways, tell me if it doesn't go, I can upload somewhere...I am not the developer.


So, imho, full piece (md2-like) md3 files (specially good for low pcs, so yet a nice options: bones and weights are a bit more performance hungry when is not used the card but only software mode, yet so many engines do this way)  , or *.x (best) , or md5 would all be all good (and sorry, imho better option) ways to go than ms3d files, for what is  animated human or animals characters. For level geometry or static objects, is all the opposite, there a ms3d file rocks.

Just my 2 cents.



22
Feature requests, suggestions / Re: 3D characters discussion
« on: September 03, 2005, 06:46:23 PM »
Well, now I'm registered. Wow, was it fast.

Well, I'm same than guest above and the linked thread one. A gfx maker, crazy old person. ;)


edit: Also here: http://forum.dead-code.org/index.php?topic=1018.msg8129#msg8129


And here:  http://forum.dead-code.org/index.php?topic=976.0

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