Mesh

Discussions on creating and importing assets into MV3D.

Moderator: SirGolan

Re: Mesh

Postby multiverseuser » Thu Apr 17, 2008 6:20 am

Hello,

It is hard to figure out the correct scale for the meshes because neither Blender nor ogre use "real units"
I think we need to scale the "cube.mesh" to 2meters and use it a a meter-stick
An average person is 6" ~ 1.80meter. So Any character should be pretty easy to compare and scale

I added new animation to the classic robot. Again scale may be off.

Robot1 mesh
http://myfreefilehosting.com/f/0a9a1af5a7_0.04MB

Skeleton
http://myfreefilehosting.com/f/963aa0a309_0.03MB

Material
http://myfreefilehosting.com/f/6bc127bbad_0.1MB
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Re: Mesh

Postby multiverseuser » Thu Apr 17, 2008 6:27 am

Hello,

Ninja1 has animations from the original ninja, I just renamed some of them.
Ninja2 has new animations and a the robot texture but looks good

I'm thinking I will try to do a Ninja3 with a shared skeleton
I will let you know how it goes.

thanks,
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Re: Mesh

Postby SirGolan » Fri Apr 18, 2008 4:06 am

Sorry, I have had a very busy week this week, but I should be able to find some time to give this stuff a try soon..

Thanks,

Mike
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Re: Mesh

Postby multiverseuser » Sat Apr 19, 2008 10:52 am

Hello,

Here is another mesh I have been working on.
It is the dragon from ogre but not it has a skeleton and animations.

Dragon ZIP (mesh, armature, material and texture)
http://myfreefilehosting.com/f/8e83edf763_0.05MB

I like the dragon, I think we need to have a way to select characters.
I create about 350 players, I never got the dragon.

dragon1.jpg
dragon1.jpg (46.27 KiB) Viewed 20875 times


Thanks,
Last edited by multiverseuser on Sun Apr 20, 2008 7:53 am, edited 1 time in total.
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Re: Mesh

Postby SirGolan » Sat Apr 19, 2008 3:58 pm

Wow! That's impressive. I'm going to try to get this stuff in today.

I made a basic character creator a week or so ago. It would be pretty easy to add in support for selecting the mesh.

Great work!
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Re: Mesh

Postby SirGolan » Sun Apr 20, 2008 1:24 am

I think the file you linked to with the dragon is just the screenshot.. :) Do you have the SetupAssets.py code for all of these? (Not that it's hard to re-do it.)
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Re: Mesh

Postby SirGolan » Sun Apr 20, 2008 2:02 am

I got the robot partly working. It is missing its texture, though. Ninja1 doesn't seem to load. Ogre gives an error loading the mesh even in an external viewer. BTW, one thing to watch out for is that on non-Windows os'es, the case of the filename matters. So it is probably best to leave everything all lowercase because of that.

I'm definitely looking forward to seeing the dragon.. :)
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Re: Mesh

Postby multiverseuser » Sun Apr 20, 2008 7:52 am

Here is the code for the all of them

Code: Select all
        d = newURLImageAsset(ag,
            self.baseUrl + u"Materials/Textures/ninja2.jpg", u"ninja2.jpg", u"Ninja Texture")
        d.addCallback(lambda tta: newURLOgreMaterialAsset(ag,
            self.baseUrl + u"Materials/Scripts/ninja2.material", u"", u"ninja2.material", u"Ninja2 Material", [tta]))
        d2 = newURLFileAsset(ag,
            self.baseUrl + u"Models/ninja2.skeleton", u"ninja2.skeleton", u"Ninja2 Skeleton")
        g = gatherResults([d, d2])
        g.addCallback(lambda res: newURLOgreMeshAsset(ag,
            self.baseUrl + u"Models/ninja2.mesh", u"", u"Ninja2 Mesh", [res[0], res[1]]))
        g.addCallback(lambda s: self.playerassets.append({u"models":[s], u"scale":(0.02,  0.02, 0.02)}))

             
        d = newURLImageAsset(ag,
            self.baseUrl + u"Materials/Textures/robot.jpg", u"robot.jpg", u"Robot Texture")
        d.addCallback(lambda tta: newURLOgreMaterialAsset(ag,
            self.baseUrl + u"Materials/Scripts/ninja1.material", u"", u"ninja1.material", u"Ninja1 Material", [tta]))
        d2 = newURLFileAsset(ag,
            self.baseUrl + u"Models/ninja1.skeleton", u"ninja1.skeleton", u"Ninja1 Skeleton")
        g = gatherResults([d, d2])
        g.addCallback(lambda res: newURLOgreMeshAsset(ag,
            self.baseUrl + u"Models/ninja1.mesh", u"", u"Ninja1 Mesh", [res[0], res[1]]))
        g.addCallback(lambda s: self.playerassets.append({u"models":[s], u"scale":(0.02,  0.02, 0.02)}))
               

        d = newURLImageAsset(ag,
            self.baseUrl + u"Materials/Textures/robot.jpg", u"robot.jpg", u"Robot Texture")
        d.addCallback(lambda tta: newURLOgreMaterialAsset(ag,
            self.baseUrl + u"Materials/Scripts/robot1.material", u"", u"robot1.material", u"robot1 Material", [tta]))
        d2 = newURLFileAsset(ag,
            self.baseUrl + u"Models/robot1.skeleton", u"robot1.skeleton", u"Robot1 Skeleton")
        g = gatherResults([d, d2])
        g.addCallback(lambda res: newURLOgreMeshAsset(ag,
            self.baseUrl + u"Models/robot1.mesh", u"", u"robot1 Mesh", [res[0], res[1]]))
        g.addCallback(lambda s: self.playerassets.append({u"models":[s], u"scale":(0.02,  0.02, 0.02)}))
               

        d = newURLImageAsset(ag,
            self.baseUrl + u"Materials/Textures/dragon.jpg", u"dragon.jpg", u"Dragon Texture")
        d.addCallback(lambda tta: newURLOgreMaterialAsset(ag,
            self.baseUrl + u"Materials/Scripts/Dragon1.material", u"", u"Dragon1.material", u"Dragon1 Material", [tta]))
        d2 = newURLFileAsset(ag,
            self.baseUrl + u"Models/Dragon1.skeleton", u"Dragon1.skeleton", u"Dragon1 Skeleton")
        g = gatherResults([d, d2])
        g.addCallback(lambda res: newURLOgreMeshAsset(ag,
            self.baseUrl + u"Models/Dragon1.mesh", u"", u"Dragon1 Mesh", [res[0], res[1]]))
        g.addCallback(lambda s: self.playerassets.append({u"models":[s], u"scale":(0.02,  0.02, 0.02)}))
               
multiverseuser
 
Posts: 103
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Re: Mesh

Postby multiverseuser » Sun Apr 20, 2008 8:52 am

Hello,

I think the problem with the robot1 is that the texture file is missing. You'll need to upload r2skin.jpg from python-ogre.
However I use robot.jpg instead of r2skin.jpg. I would upload it as robot.jpg, that way you do not have to
change the material files or the SetupAssets.py

As far the, Ninja1 is concerned it loads fine in WinVista and with external viewers such as ceguimeshviewer.
This is a weird one.

MeshViewer for windows
http://internap.dl.sourceforge.net/sour ... _Setup.exe

I think ninja2 is working fine for you, except it needs to be a little bigger.

The dragon should be working fine too. I just tested it loading it externally.

I will keep all the file name in lowercase from now on. I remember those problems from doing HTML!!

By the way, Why can't you use zip? how about tar? It is easier for me to compress them all instead
of doing individual ones.

It would be cool seeing all these new characters in the game!
multiverseuser
 
Posts: 103
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Re: Mesh

Postby multiverseuser » Sun Apr 20, 2008 4:41 pm

Hello,

Here are the latest files for the Dragon. The original mesh had some gaps which I fixed

Dragon1 Mesh
http://myfreefilehosting.com/f/8ca017188e_0.24MB

Dragon1 skeleton
http://myfreefilehosting.com/f/5432bdd1b3_0.09MB

Dragon1 material
http://myfreefilehosting.com/f/822c8142d5_0.1MB

Dragon1 texture
http://myfreefilehosting.com/f/ea10f6f2ce_0.36MB

For some reason File hosting site renamed the texture from dragon.jpg to dragon_1.jpg
It needs to be dragon.jpg
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Posts: 103
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