Search found 49 matches
- 05 Oct 2017, 00:16
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
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...
- 03 Oct 2017, 07:32
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
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 ...
- 01 Oct 2017, 01:27
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
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...
- 27 Sep 2017, 22:45
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
Re: osgb/osgt animation format support
Both approaches make sense, just depends on use cases. There's no reason to try forcing Morrowind's way into a standard animation package nor a reason to adjust standard packages to support Morrowind. This still doesn't prevent us from decomposing the unified osg format into the animation hierarchy...
- 27 Sep 2017, 05:46
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
Re: osgb/osgt animation format support
How should we determine in the scenemanager.cpp load function that an osgb/osgt file is intended for animation? Should we call the file something like nixhound.anim.osgt for example? The only other alternative would be to search the return osgDB node tree for animation nodes but that seems unnecessa...
- 26 Sep 2017, 05:53
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
Re: osgb/osgt animation format support
I took the liberty of making a keytype.hpp file that both nif and sceneutil can share for now. Some more clarity I need is again on this statement: - Move KeyframeController out of nifosg into a component (e.g. sceneutil) and make it not depend on NifOsg::NodeUserData After taking a look at NifOsg::...
- 26 Sep 2017, 02:06
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
Re: osgb/osgt animation format support
My idea is to take a model.osgb/t and get a root Node for it from OSG. Then we search the returned Node tree for an osgAnimation node (or whatever it uses), read that node and any child nodes for information about how it animates, then replace it with what OpenMW needs. Then we're on the same page....
- 25 Sep 2017, 15:45
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
Re: osgb/osgt animation format support
Maybe I'm reading it wrong, but this comparison seems backwards. The idea we settled on was to allow OSG to load a model with its osgAnimation component as normal, and then we convert the osgAnimation into the objects OpenMW needs to animate meshes. osgAnimation won't have everything a NIF animatio...
- 25 Sep 2017, 06:36
- Forum: General Development
- Topic: osgb/osgt animation format support
- Replies: 35
- Views: 25594
osgb/osgt animation format support
I'm not liking the idea of continuing the topic of adding support for this underneath other loosely related posts, so I'm creating this thread separately to organize our thoughts on this. Re-pasting the conclusion of scrawl from this thread: https://forum.openmw.org/viewtopic.php?f=6&t=4648&...
- 25 Sep 2017, 04:34
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87539
Re: OpenGEX as .Nif alternative for OpenMW
Looks like more than just TextKeyMap needs to be abstracted away from the nif: typedef ValueInterpolator<Nif::QuaternionKeyMap, QuaternionSlerpFunc> QuaternionInterpolator; typedef ValueInterpolator<Nif::FloatKeyMap, LerpFunc> FloatInterpolator; typedef ValueInterpolator<Nif::Vector3KeyMap, LerpFunc...