Talk:Oni Model Extractor: Difference between revisions

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my mind asks for some change of activity from time to time, so i seem to be still developing from time to time, even tho
:my mind asks for some change of activity from time to time,
:so i seem to be still developing from time to time, even tho
:::[http://www.youtube.com/watch?v=YNawWKDfdkY HOLIDAYS ARE COMING!!!]
::;4


[http://www.youtube.com/watch?v=YNawWKDfdkY holidays are coming]
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|______________________||__|__|_,--| ПРИХОДИТ
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[[Image:Holidays_are_coming.png]]
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
|_______ЭЛЕКТРОД_______||  |__\____,  К �?�?М
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|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР?ЗД?ИК
|_________ММФ__________||  |__\____,  К ??М
|______________________||__|__|_,--| ПРИХОДИТ
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so, today i finished m3gm viewer, and planning in future to extract it to some 3d model format
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
|_______ТЕОРМЕХ________||  |__\____, К �?�?М
|______________________||__|__|_,--| ПРИХОДИТ
*+(o)+(o)-------+(o)+(o)-==-==-+(o)*


i don't have much 3d experience
|^^^^^^^^^^^^^^^^^^^^^^|---\___      ПР�?ЗД�?ИК
|________ЯДЕРК�?________||  |__\____,  К �?�?М
|______________________||__|__|_,--| ПРИХОДИТ
*+(o)+(o)-------+(o)+(o)-==-==-+(o)*
</nowiki>


i have heard of the 3ds format, which seem to be very wide-spread, and seem to support all the features required (textures, animations)


 
:so, today i finished m3gm viewer, and planning in future to extract it to some 3d model format
maybe you give me some advice:
:i don't have much 3d experience
 
:i have heard of the 3ds format, which seem to be very wide-spread,
what 3d-model format can be viewed/modified on both mac and pc (or linux etc) with less difficulties?
:and seem to support all the features required (textures, animations)
 
::;4
it is required to support textures and animations
:maybe you give me some advice:
:what 3d-model format can be viewed/modified on both mac and pc (or linux etc) with less difficulties?
:it is required to support textures and animations
::;4
:I don't know the ideal format you're looking for. For Serious Konoko, I've only had a look at the ASCII formats for Max and Maya.
:Both encode the meshes in sensible enough ways, but the storage is not the same as in game-engine-friendly formats (Oni, SE2)...
:I haven't had a close enough look at how these formats (and others like FBX) encode animations and whether it's any good for Oni.
:The only format I've seen so far that handles a character animation as a set of separate channels is SE2's (Lightwave-inspired).
:Another feature that appealed to me in SE2's formats is that animation collections could be shared/inherited just like in Oni.
:I think you could just as well export meshes (or character body sets) as OBJ for a start, and add support for animations later.
::[[User:Geyser|geyser]] 18:31, 2 December 2007 (CET)

Revision as of 17:31, 2 December 2007

Hi. Just wanted to show my interest in this project of yours.
What format(s) are you planning to extract the models/anims to?
geyser 01:59, 4 December 2006 (CET)
I wonder if we could somehow avoid double-work by integrating
OpenGL viewing (and import/export) of models and anims into OUP.
I've already done basic (interactive) OpenGL in C++ (with GLUT),
and Delphi also supports GLUT, so I'm having a little look at it...
(I know you've done OpenGL in C++ too, but I'm not sure you're hot for Delphi ^^)
Interfacing OUP with modules written in Java (via JNI or something) would be optimal.
As far as model/anim extraction goes, I recommend Pierre's OniRip as a reference.
The anims are fully documented here on the wiki, levels and M3GMs soon will be.
geyser 02:11, 4 December 2006 (CET)

Hello, I just tried this on Mac OSX and got the following error:

Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file

at java.lang.ClassLoader.defineClass1(Native Method)

at java.lang.ClassLoader.defineClass(ClassLoader.java:620)

at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)

at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)

at java.net.URLClassLoader.access$100(URLClassLoader.java:56)

at java.net.URLClassLoader$1.run(URLClassLoader.java:195)

at java.security.AccessController.doPrivileged(Native Method)

at java.net.URLClassLoader.findClass(URLClassLoader.java:188)

at java.lang.ClassLoader.loadClass(ClassLoader.java:306)

at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:268)

at java.lang.ClassLoader.loadClass(ClassLoader.java:251)

at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319)

EdT




oh, there is a talk page - didn't notice that

EdT, i think the exception rises because of the old JVM version you are using (they say this is the case)

try downloading the latest 6th version of J2SE JRE (or JDK)


Apple has not released Java 6 yet. I'll just have to wait...

EdT


geyser, hello


that's a promising fact you say that you'll finish the ultimate-extractor in future

i don't have experience of integrating java classes into other source-code (tho i find JNI concept some kind of beautiful)

this project is not something that's going to be a flagship of extracting/viewing

it's my attempt to understand binary data reading/writing, 3d visualization, game programming (a bit)

and currently "u nas MMF, electrode, atomka, yaderka i teormech", so i'll try to suspend it until, say, March comes




my mind asks for some change of activity from time to time,
so i seem to be still developing from time to time, even tho
HOLIDAYS ARE COMING!!!
4


so, today i finished m3gm viewer, and planning in future to extract it to some 3d model format
i don't have much 3d experience
i have heard of the 3ds format, which seem to be very wide-spread,
and seem to support all the features required (textures, animations)
4
maybe you give me some advice:
what 3d-model format can be viewed/modified on both mac and pc (or linux etc) with less difficulties?
it is required to support textures and animations
4
I don't know the ideal format you're looking for. For Serious Konoko, I've only had a look at the ASCII formats for Max and Maya.
Both encode the meshes in sensible enough ways, but the storage is not the same as in game-engine-friendly formats (Oni, SE2)...
I haven't had a close enough look at how these formats (and others like FBX) encode animations and whether it's any good for Oni.
The only format I've seen so far that handles a character animation as a set of separate channels is SE2's (Lightwave-inspired).
Another feature that appealed to me in SE2's formats is that animation collections could be shared/inherited just like in Oni.
I think you could just as well export meshes (or character body sets) as OBJ for a start, and add support for animations later.
geyser 18:31, 2 December 2007 (CET)