FOnline Development > 3D Development
Questions and Answers 3D (read the first post before asking a question)
Lizard:
Does the original skeleton looks anything like this?
Luther Blissett:
I'm not sure to be honest. I can't quite see some of the finer details on the one you've shown there.
I have the one from the DirectX file (CR_HumanMaleStrong.X) looking like this :
- note the fingers, toes, "hair bone" and "dick bone".
This appeared to work with the existing animations that I tested, so I'd assume it's pretty much correct - though it could easily be one of those "this program interprets it wrong" conversion things.
Lizard:
Well, i added some invisible mover bones in front and back of the torso as well as the feet. (IK targets)
Didn't knew about hair bone and finger bones as well, added it afterwards. Thanks, Luther.
Do the .X format keep the parent/children connections or should the bones be explicitely connected via extrusion?
Luther Blissett:
Have you reconstructed a skeleton based on the original one? I wonder whether we should try and convert the original one (.x format) into a more readily usable format? (at least until Karpov appears to tell us how he was managing to do everything).
I have one program which seems to understand the .x files from the 2238 3D SDK - Fragmotion - which is sort of free (it continually asks you to buy the full version, but appears to work otherwise). I've found nothing else (of cheap/shareware/freeware) that seems to interpret them correctly - though I have a suspicion that 3DS Max might be able to.
Anyway, if I can import it into this program, and it looks right, I can export it into something else - maybe something a bit more standard, that could work in max or blender or something.
Is there another more widely used format which I could export it to, which would allow people to start doing test work on? Obj won't take bones data, but I think 3DS will. Would it take enough correct data to allow people to start constructing or testing extra poses and animations, or would the slight format difference end up causing more trouble than help?
Lizard:
I posted here a .blend file, which is also quite common, with a short manual for posing. It would be cool if you can post it in both .blend and .3ds.
It's handy in Blender, you can just define the first and last keyframes with A+A+I+LocRotScale and it computes the animation in between, when you start the animation, you just have to adjust the "keyframes", if the automatic animation looks not as you wanted.
It should suffice for test work and Blender is free. However, currently, only Blender 2.49 can export/import .X files.
The IK constraints i put in the legs of the model are also handy for posing since you can grab and move the ankle and see the whole leg bend in appropriate direction, instead of adjusting every single bone. The arms needs them, too.
In the end, we should be able to convert everything back to .X, which program does it best, we should test out.
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