Search found 46 matches

by crassell
18 Oct 2017, 04:29
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

Do you have anything in both formats? If so, you could temporarily add an osg::ShapeDrawable with a sphere in it to represent the existing and computed bounding spheres to check they match. The original nif has the correct bounding sphere to check against which i'm already serializing as my golden ...
by crassell
18 Oct 2017, 03:32
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

In Blender, all animation data for objects is stored in actions. Actions hold the keyframes and it's where you do your animation work. The same action can be applied to multiple objects and the .blend file can hold multiple actions, so it's not limited to one chunk of animation data per .blend file...
by crassell
13 Oct 2017, 06:00
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

That's the important bit. If we're going to properly support more modern model and mesh formats, we need to know how the timeline markers or whatever they're called are handled when exporting to said formats (followed by how they're handled when OSG loads those formats). I tried exporting to osgt w...
by crassell
13 Oct 2017, 00:30
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

Eventually, I do want to support having each animation in a separate file. The way Morrowind has all animations in a single track makes it impossible to replace individual animations since you'd have to provide all animations together... at best you can supply a single override animation nif on a p...
by crassell
12 Oct 2017, 16:22
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

Forgot to report an update on the approach. After talking to DestinedToDie on discord, I came to the conclusion that exporting the anim.txt (which has the textkeymap data) as a separate file is the best option for now. Below is the conversation: so the current task is osgt support for animation. Mor...
by crassell
11 Oct 2017, 01:51
Forum: Development
Topic: Custom OSG binaries with Visual Studio made bad things happen
Replies: 2
Views: 251

Re: Custom OSG binaries with Visual Studio made bad things happen

Usually when I hit these sort of issues, I have to go hunting for the original symbol in a correct build and then walk the library load in the new compile. This is trivial on linux to do using ldd and readelf but you may have to use windows variants of those tools to find the right library. A simple...
by crassell
08 Oct 2017, 16:57
Forum: Off Topic
Topic: Exporting Morrowind's player animations to Blender
Replies: 6
Views: 400

Re: Exporting Morrowind's player animations to Blender

I've been trying to get the default morrowind npc/player animations into blender, but for the life of me I can't figure out how to do it. The nif tools for blender don't support importing morrowind .kf or .nif animations, and nifskope won't export the animations to either .obj or .dae. Even noesis ...
by crassell
05 Oct 2017, 00:16
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

Do I understand correctly that when you import a .nif file into Blender 2.49B, you go to text editor, select anim txt and there is nothing there? Thanks! With your help I did find that these are correctly imported into blender 2.4b. I also confirmed that they survive the .blend import to latest ble...
by crassell
03 Oct 2017, 07:32
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

So I've noticed after some experimentation a few issues with having a consolidated animation file for 1 creature. 1. Nif import to blender 2.49b loses all text key mappings to the start and stop mapping of animations within the file 2. To work around the problem from 1, I started experimenting with ...
by crassell
01 Oct 2017, 01:27
Forum: Development
Topic: osgb/osgt animation format support
Replies: 31
Views: 2018

Re: osgb/osgt animation format support

Progress update. I've added just enough serialization to our custom animation nodes to write an osgt file that represents the hierarchy of the openmw animation data structure. I'm using this as a means to compare the conversion of nixhound.nif to osg animation format. The 2 paths are shown below Pat...