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The main point I was trying to make, is that steps 1-3 described above seem unnecessary to me. The horse is outta the barn and the tools made. Only thing left to do on that list, as far as I can tell, is to update the JAZZ editor so it's more user-friendly. Anything else seems a bit redundant.
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and juggling mods to see what still works. (Have you updated your window mod?) I'm wondering how you added the
sound effect. The only thing I saw in Wes's tool was clip->smd, smd->clip and info. Did you add the sound event in
the jazz script? Was it a custom sound, or one already in fullbuild1?
Back to the debate: Rothn's tool uses the _rig resources instead of rigfile.txt, thus supporting more bones, and different
types of animations. Or are you guys somehow importing _rig data into rigfile.txt for that? And what about IK?
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CMO: I remembered your sliding window sound effect right after I posted, but by then I was busy installing the new patch and juggling mods to see what still works. (Have you updated your window mod?) I'm wondering how you added the sound effect. The only thing I saw in Wes's tool was clip->smd, smd->clip and info. Did you add the sound event in the jazz script? Was it a custom sound, or one already in fullbuild1? Back to the debate: Rothn's tool uses the _rig resources instead of rigfile.txt, thus supporting more bones, and different types of animations. Or are you guys somehow importing _rig data into rigfile.txt for that? And what about IK? |
He added the sound with the Sims 3 Animator by rothn. If you take a look, you can add the new events and sounds through that.
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lenglel: The window works in Generations. I added the sound event in s3pe's Grid.Cmo secret alert -> I used the sound from the dressers(dresser_open, dresser_close):
Unknown01: 0x00000000 Unknown02: 0x00000001 Actor: x Event Table: Version: 0x00000103 Events: ==Event[0]== Type: Sound Id: 0x0002 Timecode: 1.06660 Float01: -1.00000 Float02: -1.00000 Unknown: 0x00000003 Event Name: window_open Sound Name: dresser_open End Section: [ 0.00000, 0.00000, 0.00000, 1.00000]
The rigfile.text most of us are using has 160 bones. The .smd produced imports/export with no problems(only a warning on export in Blender). A few of us have built IK setups in our respective 3D programs that allow for the use of IK. I'm posting mine once I get the kinks worked out.
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*EDIT*
Well, I've just finished the dll that loads the grannyrigs. I guess I may have to do the collada exporter myself... This involves writing a geometry importer, as Blender will only open animations if geometry is attached.
I just can't help but to admire the new TS3 animator API; it's beautiful! This is the only code needed to use it!
Animation testAnim = new Animation(new FileStream("C:\\Users\\Nicholas\\Desktop\\a2o_electricGuitar_play_low_loop1_x.animation", FileMode.Open)); testAnim.writeAnimation(new FileStream("C:\\Users\\Nicholas\\Desktop\\a2o_electricGuitar_play_low_loop1_x2.animation", FileMode.Create)); GrannyFile gr = new GrannyFile(new FileStream("C:\\Users\\Nicholas\\Desktop\\auRig.gr2", FileMode.Open));
Anyway, I've tested TS3 Animator and find it to be completely solid... I guess that means I need to write the collada plugin now...
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Isn't it dangerous to send a filestream object without a resource identifier to close it?
Why don't you just send the filename and add in the filestream inside of the class? xD
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rothn: hope it goes smoothly, while you still have some hair left.
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I just can't help but to admire the new TS3 animator API; it's beautiful! |
Lol! It's good to be proud of your own acheivements I guess :D
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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**Edit**
The tool is finished, except for the collada importer, which should be a lot easier than the exporter.
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test.dae.zip (121.4 KB, 12 downloads) - View custom content | ||
1513840 06-07-11 02:41 test.dae -------- ------- 1513840 1 file |
||
Description: This archive contains the collada file in question. |
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While reading or writing a file the following notifications have been raised.
-Warning: Material parameter not supported: index_of_refraction
-ERROR: source "Sim-Mesh-Normals" not found as <source> for <input>
-ERROR: Unable to parse xml/dae file
The XML structure of your file looks very consistent. But when comparing your file with a DAE saved by max I observed that there are newlines every 3 array elements. See the attached image. Eventually, this is the source of the bad parsing.
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Oh, and what version of 3ds max are you using?
btw, the newlines are only for readability; they are otherwise irrelevant.
test.zip (212.0 KB, 7 downloads) - View custom content | ||
2192976 06-09-11 17:31 test.dae -------- ------- 2192976 1 file |
||
Description: The broken collada file |
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Now i got these errors :
While reading or writing a file the following notifications have been raised. -Warning: Material parameter not supported: index_of_refraction -ERROR: reading array in <source>: #Sim-Skin-Bone_Weights -ERROR: Unable to parse xml/dae file
Sim-Skin-Bone_Weights is a very long array, 3777 elements on 1 single line, eventually it could be an overflow.
and I guess that there is an error here :
<accessor count="75" source="#Sim-Skin-Bone_Weights-Array">
To an array with 3777 elements, it would be count=3777 or count*stride=3777.
But Max crashes when I tried to edit it. (??)
I created a small dae file to be used as reference, a simple cube with 2 bones. I'm attaching it, you may see something in it.
I will keep trying on it, your work is very valuable.
cube3.rar (1.5 KB, 4 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- cube3.DAE 7147 1417 19% 09-06-11 18:38 .....A. 2AC0A480 m3b 2.9 ------------------------------------------------------------------------------- 1 7147 1417 19% |
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While reading or writing a file the following notifications have been raised. Warning: Meter conversion factor is too small or invalid: . Using 1 instead. Warning: Material parameter not supported: index_of_refraction ERROR: Failed to read array in <source>: #Sim-Skin-Bone_Weights ERROR: Library not found: #Sim-Skin Warning: Node channel not found for animation: b__ROOT_bind__/rotationX.ANGLE Warning: Node channel not found for animation: b__ROOT_bind__/rotationY.ANGLE |
there were over 400 more warnings.
Using the OpenCOLLADA importer, the following error was reported:
// Error: file: K://3DWork/test.ma line 4655: The lightList ':lightList1' has no 'ln[0]' attribute. // |
OpenCOLLADA does a conversion to .ma, followed by an import, so that error is likely in their code.
Here is a picture of what was imported:
<* Wes *>
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This is my most recent collada file. Please help me, Wes, as Maya 2012 has a very broken, quiet collada importer.
test.zip (300.6 KB, 7 downloads) - View custom content | ||
2659572 06-09-11 21:16 test.dae -------- ------- 2659572 1 file |
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I'm attaching another cube file, with some altered vertex weights. You can see the vertices weights on the first picture.
Now let's see the other picture.
-The yellow points the count issue that i mentioned before.
-The green shows how vcount is parsed. I suppose that vcount means vertices count, and there a lot of zeros on your vcount array.
-The purple shows the sequence of the pairs bones/weights. The first number of each pair is the bone index ( zero based) and the second number points the weights array index. As you can see, the first element (index 0) of the weights array seems to be not used. Now look your file (post #316), the second number of the first pair is 0, it would be 1, and 2 on on the second pair, etc...
cube4.rar (1.5 KB, 4 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- cube4.DAE 7175 1438 20% 10-06-11 00:03 .....A. 59EE9756 m3b 2.9 ------------------------------------------------------------------------------- 1 7175 1438 20% |
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On Maya 2012, the file just crashes the program. I don't have any third party importers for Maya 2012 at this time.
Mesher's cube, on the other pincer, loads fine (except it has no material when it comes in).
I think you should take a hint from Mesher and export a simpler file. This will take until next year if you have to try to walk through so many lines of data to try to debug it. Try stripping a file down to one finger and three joints or something, at least that will be manageable.
<* Wes *>
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Actually, I just had an idea. I could export each geom file as a separate mesh (as it was probably done by EA). This means that blender users couldn't open the document, but since Maya 2012 can, we could all just get that, right?
Additionally, for those who don't have high-end 3D software, I could add an option to export to SMD.
Actually, if anybody wants collada, they can get me this, but I have already bought enough stuff lately, and so I probably will be using Microsoft .x format, and add Collada later if anybody decides to get me that license.
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TS3 Animator will export 2 SMD files: one has a fully-weighted mesh, and one has the animation.
First, you must import the mesh, then the animation.
Do not touch the first frame of the animation in Blender, or I will kill you.
Using very special magic, TS3 Animator will detect which joints you used, and will export only those.
The attached .mov file is how the animation looks in Blender after being imported from TS3, exported to Blender, exported to TS3 Animator (from Blender), exported to a package, extracted with S3PE, imported to TS3 Animator, and imported to Blender.
All that I have to do now is the UI, which will not be full-featured, as I am hoping to do a quick release.
a2o_electricGuitar_play_low_loop1_x.zip (4.81 MB, 21 downloads) - View custom content | ||
9225990 06-11-11 06:50 a2o_electricGuitar_play_low_loop1_x.mov -------- ------- 9225990 1 file |
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- Open simMesh.smd in a 3d-modeling tool of your choice (generated programmatically by the pre-alpha TS3 Animator that will be released a while after this release).
- Create your animation. Note that TS3 plays them a lot faster than blender.
- Export your animation.
- Optionally, edit the animation name and source file
- Export the animation to a package file of your choice, or to a new package.
OK, so I just gave up on my file saving API, so it looks like the only way to save will be to a package. Don't whine, as I personally prefer packages.
salute.zip (313.3 KB, 20 downloads) - View custom content | ||
323646 06-11-11 20:17 salute.avi 2124 06-11-11 20:10 salute.animation -------- ------- 325770 2 files |
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