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kggx

Beta Tester
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Posts posted by kggx

  1. Hi there,
    if you don't know (in 99,9% that's the case^^) me im Kilian. Im currently studying 3D Art and Animation and im part of a project group called "Project 0814". We are a group of 5 people from the university and we want to start a indie company and develop our first game. By doing this survey we hope to get an in depth view of the current gaming market and extracting a potential consumer group.

    So if you're interested, bored or have time please check out our survey hosted by Google Forms!
    https://goo.gl/forms/4FiJwM5PbA3tlCd12

    The survey takes approximately 5 - 10 Minutes and is completely anonymously but you can give us your spam mail if you want to hear from us in the future.

    And if this survey post is against the rules please delete but I couldn't find any reasons in the rules.

    Thank you in advance,
    Kilian :rolleyes:

     

    Edit: Changed title because of potential confusion.

  2. 4 hours ago, solcrow said:

    I'm not so strong in animations. something is wrong with position/rotation in smd/ska
    I tried import smd to 3dsmax then make fbx for Unity, didn't work.
    Then i tried copy/paste position/rotation from smd file to Unity, didn't work.

    there is no native import support in Unity
    i wrote my own importer. Thanks to @Blank for sharing file structures
    i will make something like model viewer. and maybe try to make drs/ska converter to fbx

     

    Ah okay ^^
    yeah I know had no luck with 3Ds Maya either. 

    Would love to have an converter since Unreals new Sequencer is so good <3

     

    Also want to share the importer with us? Would be highly appreciated!

  3. so there is naitive import in unity? Have tried it without sucess but ggwp @solcrow

    8 hours ago, solcrow said:

    never tested in Blender
    i think problem is in converter
    probably LightSong wrongly exports rotation/position of  skeleton bones

    Im not sure but the bones looked fine... they were just messed up in rotation: Z: -180° & x: -90° at least in Blender. But that would be a lefthanded / righthanded thing coordination so no real problem. 

  4. 31 minutes ago, bobfrog said:

    dk what went wrong there, maybe ill write a smd exporter somewhen

    Got the blender log from the converted file. Also when I'm running it twice it only shows 3 bones are too long insted of 6 bones :drool:

     

    Quote
    
    SMD IMPORTER: now working on antiair_fix
    - This is a mesh
     ERROR: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_RT_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
     ERROR: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_CE_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
     ERROR: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_LF_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
     ERROR: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_RT_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
     ERROR: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_CE_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
     ERROR: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_LF_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
    - Imported 40 new bones
    - Imported 1 frames of animation
    DAG zero... not allowed to happen!
    - New material: building_bandits_air_defense_launcher_col
    Info: Removed 6747 vertices
    Info: Removed 0 vertices
    - Imported 2731 polys
    SMD antiair_fix imported in under 1 second
    
    6 Errors and 0 Warnings
    Error: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_RT_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
    Error: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_CE_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
    Error: Bone name "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_LF_Jnt" is too long to import. Truncating to "12|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bui"
    Error: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_RT_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
    Error: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_CE_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
    Error: Bone name "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|building_bandits_air_defense_launcher_pump_A_LF_Jnt" is too long to import. Truncating to "121|building_bandits_air_defense_launcher_pump_A_hook_02_Jnt|bu"
    Imported 1 files in 7.8 seconds with 6 Errors and 0 Warnings

     

     

  5. 17 hours ago, bobfrog said:

    i wrote you a short skript. every file in the same folder as the exe gets read and a new file with the names replaced by numbers gets output. its pretty slow for ~5mb files (20 seconds) and might give you a virus warning because of the language i chose.

    rename.exe

    Nice.
    One question does it start by it self or do I have to start something? some times it did it some how but no idea how.

    EDIT: Well, it just takes a while but works on some fine & on some bones the names are still too long.

    3425446937d6ce9c0c02f7bdd46c7f2c.png

  6. Okay I run into an issue which causes this weird looking animation glitches and wrongly imported skeletons.

    When importing Blender can't use the bone names in the file because they are too long. I think blender automatically renames the bones what causes that animation mutation things because it cannot map them correctly and it would be so much work to rename every bone and map them manually..

    Hope someone can use this information.

    1b320c52efb78b06606497c655b71538.gif

    ce93e36c714f86da37efcd30052d77c1.png

     

  7. 1 minute ago, bobfrog said:

    i allready contacted him and i have info about that. just didnt have the time yet to work through it. but it doesnt look too complicated, i will give it a try later.

    what the creator of lightsong did was nothing else than the 010 script that i posted.

    alright. gl

    In the meantime I'm messing with animations since the exported .smd animation rig seems off to the rig from the object itself.

  8. Well step by step @bobfrog:

    1. Import the .drs into Lightsong 0.5

    2. Export from LightSong 0.5 to .smd

    3. Import the .smd into Blender via "blender_source_tools_2.9.1"

    4. Export via Blender to .fbx

     

    I think if we ask the creator of Lightsong (I dont know his name anymore...) he might give us useful information about the converting from .drs to .smd

  9. I dont know if some one is this far already but I was able to convert a unit with the source skeleton to a fbx file using blender and source tools for blender. I was able to get the Skeleton and Bones but no luck with animations. For mass converting there is a python console in blender maybe some one can write a script...

    Anyways off to sleep
    Kilian

    Also this is a test thing in Unreal Eninge. (I love UE btw.)

     

    EDIT: Maybe there is a more simple way to mass convert .drs to .smd than .drs to whatever else since Lightsong has the feature to export to .smd

    64501eaff2afdcbea879c729d033c278.jpg

  10. thanks dude! would love to have bones tho.

    23 hours ago, bobfrog said:

    Here is an updated version, which contains nearly the whole structure of the drs. Though the function of most of them is unknown yet. Dont get confused by all of it, if you are new to 010 editor. 
    Start at line 665, it says, that the first 4 Bytes in the file are a magic number. Afterwards the content starts. Bytes 5-8 are the number of models contained in the file. The next 2 x 4 Bytes are a pointers to where in the file are 2 lists. These list then point to eg the Vertices of the 3D model or the effects or sounds or the animations an object can do.

    If you are lazy, you can just install pfp (https://github.com/d0c-s4vage/pfp) and convert the .drs files to .obj files with python. No ned to install 010 or understand the template below.

    010 Template for the .drs files:

    https://pastebin.com/X7BqaaBs

     

    pfp example:

    https://pastebin.com/9dp8reh0

    (note: I used that script to get the vertices of CGeoMesh, but doing this for CDspMeshFile works similar and gives you the correct 3D model. Though to be able to print the values nicely, you have to add the .toStr() functions in fields.py in the pfp library. Also i deleted some stuff from the script, hope i didnt break anything.)

     

  11. My Problem right now that i cant add the original Animations and most of the models are one big model and not Sperated in f.E. Legs, Hands, etc.. so I have edit the hole models without making them look like garbage ^^ anyone got options? or do I have to put in serious work ? xD

  12. I don't know much regarding 3D models , but why is the quality so low ? 

    Nonetheless, it's looking pretty sweet.

    Well its kinda low because its scaled by 10 and I make a WallPaper which dont need super high res pictures.

    wow thats really awesome :) now we can make custom animations

     

    well it takes a while... atleast for me.

  13. wow thanks for the program guys... anyways can we add like bones to the models? i mean like to open in cinema 4d with different postures and stuff

    I guess we can, for now I switched around Polygons and stuff to get different poses.

     

    f.E.

    3d8ea4b87ee41c0c0bbc6ef37c18a4c7.png

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