Talk:Oni Model Extractor: Difference between revisions

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m (exported formats?)
(yeah, it's buggy 3ds)
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:That's one crucial piece of info missing from the project page.
:That's one crucial piece of info missing from the project page.
::[[User:Geyser|geyser]] 21:56, 6 January 2008 (CET)
::[[User:Geyser|geyser]] 21:56, 6 January 2008 (CET)
:maybe, if some time animations exporting gets implemented
:currently i have found out that 3DStudio displays nothing of the input 3ds file (and Deep Exploration too)
:actually 3ds is like a sandbox for extracting, because it doesn't store normals data, and it is extracted in multiple files, and different limitations and so on
:the preferred format is LWO+ (i asked mirex, he approved)
::[[User:Kuchumovn|Kuchumovn]] 11:46, 7 January 2008 (CET)

Revision as of 10:46, 7 January 2008

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
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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)




i have made some research on SE2, and found this illustrative article (in russian)
also i have been searching for the 3d-model file specs, and found your post, submitted on 08-25-2006, 11:30 PM:


I mean, why can't we have standalone versions of SP4LWLayoutExportAllAnimations, SP4LWLayoutExportAllMeshes and SP4LWLayoutExportAllSkeletons (or built into Serious Editor)?


has the situation changed since that time?
i have found "SKATools.zip"
they say


This is a source code distribution of Serious Engine SKA (SKeletal Animation) model format exporter for Lightwave 7.

The code is released under GNU GLPL2 (GNU General Library Public License version 2). The complete license text is available in file COPYING. To compile the plugin, you will need Lightwave SDK package, obtainable from www.lightwave3d.com.

The project was built using Microsoft VisualC++ 6.0 w/sp5 and tested for Lightwave 7.0. Other compilers and some older versions of LW (namely 6.5) might or might not work - we didn't design or test for that.

The code is free (see COPYING for exact definition of "free software"), so there are no warranties. We supply the plugin and the source for your convenience. You may use it as you like as long as you obey the license. Feel free to use it as example for creating SKA export plugins for other modeling packages and/or converters. Note that if you make modifications to the plugin you need to have the new sources.

The source is not really best example of clean code, but it does the work. If you have any questions, please visit the Seriously! forums. (See www.seriouscommunity.com, www.planetserious.com or www.3dactionplanet.com/serioussam .)

Alen Ladavac Croteam


seems that these are the sources for the exporter LWO -> SE2
is this the thing you asked for in that post above?


  • nicely done ASCII you made there
kuchumovn




It won's let me view the 3d parts :(
71.231.63.236 19
43, 16 December 2007 (CET)
hello
do you mean oncc bodyparts? currently no - only a short list of in-game movable 3d objects (like fan, truck, plane, doors, powerups): big ones are also split into smaller parts
Kuchumovn 23
27, 16 December 2007 (CET)

Please specify what formats you export meshes/animations to...
That's one crucial piece of info missing from the project page.
geyser 21:56, 6 January 2008 (CET)
maybe, if some time animations exporting gets implemented
currently i have found out that 3DStudio displays nothing of the input 3ds file (and Deep Exploration too)
actually 3ds is like a sandbox for extracting, because it doesn't store normals data, and it is extracted in multiple files, and different limitations and so on
the preferred format is LWO+ (i asked mirex, he approved)
Kuchumovn 11:46, 7 January 2008 (CET)