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Scripting and Reverse Engineering / Xenogears Model Modernizing
« on: 2013-12-27 02:06:21 »
Hey all, been a while since I've posted anything here...years heh.
Anyway, I was taking a look into the Xenogears model/animation formats for fun over xmas and decided to write some tools to help bring them into a more modern structure for use in Unity or like engines with strong retargeting systems (Mecanim in this case).
I've also worked a bit on re-compositing textures since they're broken into multiple palettes of what I guess are technically "texels" that I've only been able to identify combining the palette-shifted regions of the textures based on the models UV map into a single texture. That was a mouthful...
Crushing all of the meshes/submeshes into a single skinned mesh takes a little bit of manual labor in a 3D package (Lightwave in my case) but is pretty painless.
http://www.xdtech.net/xg/anim.html
(animations are generic mocap data retargeted using Mecanim - not from xenogears data)
Recomposited Weltall texture
Anyway, if someone could ask someone about the rules here, is it appropriate to post the post-processed and rigged FBX of Weltall as well? I dont want to step on any Square copyright laws.
Anyway, I was taking a look into the Xenogears model/animation formats for fun over xmas and decided to write some tools to help bring them into a more modern structure for use in Unity or like engines with strong retargeting systems (Mecanim in this case).
I've also worked a bit on re-compositing textures since they're broken into multiple palettes of what I guess are technically "texels" that I've only been able to identify combining the palette-shifted regions of the textures based on the models UV map into a single texture. That was a mouthful...
Crushing all of the meshes/submeshes into a single skinned mesh takes a little bit of manual labor in a 3D package (Lightwave in my case) but is pretty painless.
http://www.xdtech.net/xg/anim.html
(animations are generic mocap data retargeted using Mecanim - not from xenogears data)
Recomposited Weltall texture
Anyway, if someone could ask someone about the rules here, is it appropriate to post the post-processed and rigged FBX of Weltall as well? I dont want to step on any Square copyright laws.