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Messages - Amanitas

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I start work on the export side of my plugin for Blender and I need to write out .p files. How do I generate what the runtime data should be? or is it even needed?

2
Status Update :)

So currently you can import models again (wireframe included). I recently found some code for importing .p files in a more efficient way (I think) so I will probably using some of that code (its from 2.49). I will also be adding materials. I will then be adding support for rsd files next and later .tex.

One of the issues plaguing me right now is hojo's head not importing correctly. The other .p importer that I found looks like it should take care of it (from the code I saw) that is the big reason I will be using that. I should be done in a few hours.

One thing I am going to do right now is try to import battle models. :)

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I was using from_pydata to construct the mesh. Hopefully nothing has changed but I think I will go ahead and "rewrite" it anyways. Mostly it would just to clean up the code so it is readable.

Thank you for the explaination on the new bmesh, unfortunately it seems I didn't keep as up to date as I would like :) Hopefully bmesh will leave us alone.

Should have some working code here later today or tomorrow.

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I Havent actually been allowed to computers overthe last few months, which would explain my absence. I just got a new job and they have been pretty relentless with my hours, but i should be able to get some work done in the script tomorrow.

If what you said about meshes
Being handled
Differently in blender 2.63 then I might as well rewrite the code
Anyways. I have a pretty good start and like you
Just said I will have a repo up.

It will be located at http://www.github.com/jacobvalenta/ffimport

Not much there right now.

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Well I have finally been able to get bones posed and all frames loaded into blender.

The first problem what I was using degrees instead of radians, so cloud looked like he was sent through a garbage disposal.

Second problem seems to be the axes. After playing with them, it turns out that I had to read the rotation values in in the order of ZXY.

But even after this, the animations are just slightly off. Not by much at all.

It would be awesome if someone like Mirex, who has played around with FF7 animation files, could explain a bit better about the rotations.


6
It has been a bit since I have 'released' version 0.4 but I have been working on an import script for Blender 2.6x that will import .p files. The attached video shows the script at a point when you could only import the .p with materials and broken textures.

Since then, I have been working a bit on the bones and animation and I am a few hours from being able to import a .hrc (skeleton file) and load in animations into blender.

There is currently no support for exports.

I would like to know now if this is a tool people would like to have. I would not like to waste my time scripting if no one will use it.

Blender was chosen because it can support 'actions' where multiple animations can be assigned to one skeleton and can be called in the game engine ;-)

Any feedback is appreciated.

Sorry, the video is more of a walkthrough of the script and not a Demo.

http://www.youtube.com/watch?v=wJnRQYjX3zw

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