Wudan Posted February 16, 2003 Author Share Posted February 16, 2003 Only the Bone Pool at EOF are compressed Quaternials, as far as I'm aware. The 104 byte chunks of basepose and inverted basepose in the skeleton definitions mimic the XSI format in some ways, first skeletal declaration, then frame declaration. In the XSI, the basepose declaration has 3 rows of 3 numbers each, but I'll need to look in to this matter further to be sure. Basically, I want to get enough data on our 72 bones that I can build an XSI skeleton that looks exactly like the one that was used to build the GLA. Link to comment Share on other sites More sharing options...
Wudan Posted February 16, 2003 Author Share Posted February 16, 2003 Where's dat Corto at? Holler back, Corto, post your XSI that you used to make that new GLM and GLA so I can see what an XSI animation looks like. I think I might almost have maybe thought of kind of something to possibly solve our kind of problem. We will solve this thing - THIS WEEK. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted February 16, 2003 Share Posted February 16, 2003 I just remembered that carcass writes a very detailed log file for the bones...with parent/child clearly listed. Dunno if you still need this or had it already: http://www3.sympatico.ca/psykopat/tools/thing.txt Could be useful. Go wudan! Link to comment Share on other sites More sharing options...
Emon Posted February 19, 2003 Share Posted February 19, 2003 I submitted some feature requests for models to GtkRadiant's BugZilla, and Monroe posted some potentially valuable information about the GLA/GLM format (never looked into it myself, so I don't know how useful it is). Here: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=761 Link to comment Share on other sites More sharing options...
Wudan Posted February 19, 2003 Author Share Posted February 19, 2003 Yes we are aware of the format. That's how the GLM to Milkshape converter came about, though I didn't really understand the relevance at the time. Now, it seems, we are bumbling around in the dark - this has been frustrating. Link to comment Share on other sites More sharing options...
Emon Posted February 22, 2003 Share Posted February 22, 2003 If Monroe isn't responding to e-mails, try Mike Gummelt. mgummelt@ravensoft.com, or however that name format works. Link to comment Share on other sites More sharing options...
BoBo_Fett Posted March 2, 2003 Share Posted March 2, 2003 I wrote a program Im calling GLA Convertor. So far, all it does is it reads a .gla file and sends the basepose Skeleton to 3ds Max. Im posting a link to download the extracted skeleton in Max and dotXSI format here: Skeleton If people find the skeleton is ok, I'll continue working to extract all the animation frames. BoBo Fett http://jedidreams.codealliance.ca/ Link to comment Share on other sites More sharing options...
Wudan Posted March 2, 2003 Author Share Posted March 2, 2003 Finally. That looks good, I hope it turns out to be the final peice of this godforsaken puzzle. Now maybe I can find some peace. Link to comment Share on other sites More sharing options...
razorace Posted March 2, 2003 Share Posted March 2, 2003 In your dreams. If this works, you'll have to mess with getting the animations to fit into the the current state based animation system. Me, my problem is that my animator's computer won't run 3ds max. NNNNNOOOOoooo!!! Link to comment Share on other sites More sharing options...
Psyk0Sith Posted March 2, 2003 Share Posted March 2, 2003 Max wont run?? is he running win 2k?? i've had a couple problems when i upgraded to win2k, computer would reboot when trying to load max. Need any help? Link to comment Share on other sites More sharing options...
Wudan Posted March 2, 2003 Author Share Posted March 2, 2003 Somebody help me here... what am I doing trying to mess with the animations? Link to comment Share on other sites More sharing options...
razorace Posted March 2, 2003 Share Posted March 2, 2003 Don't look at me. I don't have the program yet. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted March 3, 2003 Share Posted March 3, 2003 Razor: I got very bad results weighting bobo's skeleton...but it did export succesfully, it just looks awful! Here's what i mean by awful: http://www3.sympatico.ca/psykopat/tools/shot00.jpg http://www3.sympatico.ca/psykopat/tools/shot01.jpg I did a really quick weighting, but there's no way it would look screwed up like that on the regular skeleton. Even when rigging in max, it wasnt too good, i mean the bones did not move like raven's and some bones were not in the right position (compared to the original). Link to comment Share on other sites More sharing options...
razorace Posted March 3, 2003 Share Posted March 3, 2003 hmmm...that's not good. looks like the skeleton didn't export from the .gla like it should...weird. Link to comment Share on other sites More sharing options...
ImmolatedYoda Posted March 3, 2003 Share Posted March 3, 2003 LMFAO that is the funniest thing ive ever seen psyk0!! ok, now that thats over with, could someone explain briefly and easily what GLA merging is? im just curious. Link to comment Share on other sites More sharing options...
ASk Posted March 3, 2003 Share Posted March 3, 2003 This is useless. And I have been telling you this for the past few weeks. The hierarchy stored in GLA file is not suitable for proper animation. It's suitable for motion capture, because all the bones are moving together. So when you have 12 bones connected to the pelvis, you do not have the problem of them rotating around freely during motion capture. We already tried creating a skeleton, using the bone dump from my merger and 3dsm. The result? Freely rotating bones and no option to animate at this state. From several reasons, the original XSI skeleton does not have these problems. However my 2 emails were unanswered. GlaMerge GlaMerge source code Link to comment Share on other sites More sharing options...
razorace Posted March 3, 2003 Share Posted March 3, 2003 New....animations....GOOD! Fire.....BAD! That's my brief summary. Seriously, the idea of .gla merging is an attempt at making it so we can add new animations to the game. Link to comment Share on other sites More sharing options...
Drico Posted March 3, 2003 Share Posted March 3, 2003 That scripting languge.... What did you say it was agian? It looks like something I used to program in good ol C! Printf, void, float those are familliar. Wow cool to werid. Link to comment Share on other sites More sharing options...
BoBo_Fett Posted March 3, 2003 Share Posted March 3, 2003 I thought the hierarchy in the root.XSI raven supplied is ok and they just ran carcass in Hierarchy-flatten mode. The skeketons I have up for download here, have the same hierachy as Ravens root.xsi Link to comment Share on other sites More sharing options...
Wudan Posted March 3, 2003 Author Share Posted March 3, 2003 Originally posted by ASk This is useless. And I have been telling you this for the past few weeks. The hierarchy stored in GLA file is not suitable for proper animation. It's suitable for motion capture, because all the bones are moving together. So when you have 12 bones connected to the pelvis, you do not have the problem of them rotating around freely during motion capture. We already tried creating a skeleton, using the bone dump from my merger and 3dsm. The result? Freely rotating bones and no option to animate at this state. From several reasons, the original XSI skeleton does not have these problems. However my 2 emails were unanswered. GlaMerge GlaMerge source code Ah - the source code I was looking to ask you for. Gracias! Now then, on to something else! The _humanoid.gla has beaten us soundly! I think it is probably because we are ignoring key peices to the puzzle, but I am tired of speculating! Link to comment Share on other sites More sharing options...
Psyk0Sith Posted March 3, 2003 Share Posted March 3, 2003 Originally posted by BoBo_Fett I thought the hierarchy in the root.XSI raven supplied is ok and they just ran carcass in Hierarchy-flatten mode. The skeketons I have up for download here, have the same hierachy as Ravens root.xsi The hierarchy is fine, it's just that the bones object used in max dont seem to act the same way as the ones provided by raven. When you move them around, the mesh moves like jello and some bones are not in the same spot (clavicles and femurs). Link to comment Share on other sites More sharing options...
Wudan Posted March 3, 2003 Author Share Posted March 3, 2003 PsykoSith - I'd like you to teach me to model some stuff sometime soon - I've learned about the format, but learning how oil paint is made doesn't teach you how to paint, if you catch my drift. I don't feel like we haven't been doing the right thing in trying to make new animations - I'm not a saber enthusiast, but new animations would make for a much grittier and electric mod. I'm mostly tired of "Emotes" being touted as "new" when they are clear uses of currently existing animations. We'll see, my friends, how this plot plays away. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted March 3, 2003 Share Posted March 3, 2003 You want me to teach you to model? sure! start with this: http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp (Ok i'm not teaching you myself, but that's the best i can do for now ). That's how i learned, i read the original french version, the translation might not be perfect. Not the best tutorial for Low polygon modelling but the technique is roughly the same. Carefully check the head tutorial. I cannot promise amazing results right away, you'll have to work on it for a while, unless you have a natural talent like marz!. Let me know if you need anything else. P.S.:i think that animators are the key ingredients for custom anims. Sure we'll need to merge anims at some point, but in the end, NEW anims are what we want. Too bad razorace's friend cant run max on his machine. Link to comment Share on other sites More sharing options...
Wudan Posted March 3, 2003 Author Share Posted March 3, 2003 Well, the more I learn about how the entire Ghoul2 system is set up, the closer I will be to being able to use this very strong system to my advantage. So, I've started to learn about the GLM format as well, since I was in the neighborhood. Link to comment Share on other sites More sharing options...
razorace Posted March 4, 2003 Share Posted March 4, 2003 P.S.:i think that animators are the key ingredients for custom anims. Sure we'll need to merge anims at some point, but in the end, NEW anims are what we want. Too bad razorace's friend cant run max on his machine. [/b] I agree, it's like trying to mod without knowing how to code. Anyway, Ytmh is pissed by this. I'm thinking he might actually upgrade for this. *shock* Well, the more I learn about how the entire Ghoul2 system is set up, the closer I will be to being able to use this very strong system to my advantage.No kidding. Technically it's powerful enough so you could have 100% on the fly animations if you knew what you were doing. Link to comment Share on other sites More sharing options...
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