Mesh

Discussions on creating and importing assets into MV3D.

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Mesh

Postby multiverseuser » Sat Apr 05, 2008 10:21 pm

Hello,

I was looking at the armored-swordman.mesh
I tried to import it into blender. I had to tweak the XML but I got it to import somewhat.

I did noticed that the mesh is about 100 times bigger than normal size.

The name of the material is Standard_1 which called from within armored-swordman.material

The importer did not like this entry
<submeshnames>
<submeshname name="armored_swordman" index="0" />
</submeshnames>

What is this used for?

The skeleton has the following actions
idle
jump
kick
walk
wave

I do not know if Ogre is case sensitive in regards to the actions.
I have seem them with the first letter capitalized. Anyway.

The skeleton imported oddly like this picture shown here.
http://img34.picoodle.com/img/img34/9/9 ... b0aad9.png

Perhaps it would be easier to import from the original format to blender.
I would like to try that. Where can I get the original files? SVN?
multiverseuser
 
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Re: Mesh

Postby multiverseuser » Sun Apr 06, 2008 12:46 am

Hello

I tried to convert the ninja.mesh to be compatible with MV3D.
I thought I could just rename the files change the action and it should work.
Well, it didn't quite work.

The mesh loaded but when I tried any of the animation action I got the following message.
In the debug console I get this message when I press the different keys
we don't know how to walk
we don't know how to idle
we don't know how to walk
we don't know how to idle
we don't know how to walk
we don't know how to idle
we don't know how to walk

The ninja moves (translate) but it doesn't animate any of the action per skeleton.
Also it is levitating. It doesn't walk on top of the ground.

Anyway the files for the ninja are here:

http://www.mediafire.com/?mmgmmww12xz

I did not include the texture for it because it is part of python-ogre (nskingr.jpg)

Thanks,
multiverseuser
 
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Re: Mesh

Postby SirGolan » Sun Apr 06, 2008 3:53 am

I originally got the armored swordsman model from here:

http://www.sharecg.com/pf/tucho?PSID=3c ... d1c6d7d2de

Now that I look back at it, it doesn't specify the license (I thought it was Creative Commons), so I may have to pull it from the game. :(

I took it into 3ds max and rigged it and applied some animations I created. I'm happy to provide you with the .max files or .bip (for the animations), though I don't know that blender can use any of those (and the animations stink anyway :) ).

As far as getting "we don't know how to walk", that means the model has no animation named "walk" defined (which is true of the ninja, but probably not the robot). For bipeds, we're going to need a naming convention, and also they should all share the same skeleton to save bandwidth/disk/memory. I haven't had much luck getting two models to share the same skeleton though unfortunately because the exporters renumber the bones depending on which ones are used.

Ogre's meshes are stored in a hierarchy, so it probably defined an empty parent mesh with the main mesh as the submesh.
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Re: Mesh

Postby multiverseuser » Sun Apr 06, 2008 8:05 am

The zip included the the XML which shows the actions
in lower case I edited XML the files to make them
similar. I know the animations do exit, I'm not sure
what the issue is, something is rejecting the mesh.
multiverseuser
 
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Re: Mesh

Postby SirGolan » Sun Apr 06, 2008 8:06 pm

So, I was going to suggest you try to load up the meshes in LexiView, but for some reason, I can't find the download link for it any more. In fact, the Ogre3D tools download page doesn't have any exporters for 3ds max any more. Anyway, my suggestion is to get an ogre viewer of some sort so that you can look at these files in there. It definitely sounds like missing animations, though. It's also possible that it can't load the skeleton file (which would mean no animations).
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Re: Mesh

Postby multiverseuser » Sun Apr 06, 2008 11:27 pm

Hello,

I used this program to verify that it works.

http://www.ogre3d.org/phpBB2/viewtopic. ... 6f4e2718c6

http://superb-east.dl.sourceforge.net/s ... 7_8_21.rar

The program is a little quirky but it works. In the upper-right pane,
Go to resource explorer and browse for armored-swordman.mesh
and it will load the skeleton and material, you can see the animations and play them.
If I load the ninja2.mesh, it also works.
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Re: Mesh

Postby SirGolan » Mon Apr 07, 2008 11:36 pm

Where are you putting these files in your MV3D install? Are the .mesh and .skeleton file both in media/models?

As a side note, I will be very happy when that media folder is gone. :)
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Re: Mesh

Postby multiverseuser » Tue Apr 08, 2008 3:15 am

They were located in the Extern/Group0

I compiled a special edition of the ninja2 with the name of armored-swordman,
the reason is that I have no idea how to load new characters into MV3D,
I look at the armored-swordman files and they are very similar to the ogre so I thought
it would work since ogre has a mesh, skeleton and material files also.

ninja2 load and execute the animations on a standard python-ogre program.I was
able to verify that animation are case sensitive. So ninja2 has walk and not Walk
multiverseuser
 
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Re: Mesh

Postby SirGolan » Tue Apr 08, 2008 4:18 am

Hmm, everything looks correct to me. I just had a quick look at the xml files in there. Did you make sure to set the skeletonlink name appropriately at the bottom of the mesh.xml file? That specifies the name of the skeleton file. I can load that guy up in LexiView and everything looks correct.

I think maybe the best bet is to get the server up and running on your computer. Then you can add new models more easily (though it's still no fun-- I need to find a way to make it easier).
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Re: Mesh

Postby multiverseuser » Tue Apr 08, 2008 5:35 am

I verified the link name is correct, t seems other applications can load
the mesh but the MV3D server/client is complaining.

What module is generating the "we don't know how to walk"?
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