Search found 223 matches

by unelsson
02 Nov 2020, 00:21
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87155

Re: OpenGEX as .Nif alternative for OpenMW

Got a minor breakthrough with collada support - https://youtu.be/nr1i6yYWWDU In the video OpenMW is running collada/dae animations. It's not finished, as animation clips are now merged without any changes in time, and therefore in the video the idle animation has also a part of the walk animation. T...
by unelsson
28 Oct 2020, 22:24
Forum: Editor Development
Topic: OpenMW-cs does not save deleted subrecords?
Replies: 12
Views: 13005

Re: OpenMW-cs does not save deleted subrecords?

This was fixed to master. Hey, thanks for the excellent bug documentation. It provided to be very useful in hunting.
by unelsson
20 Oct 2020, 19:37
Forum: Support
Topic: OpenMW-CS on Manjaro&Arch/XFCE4 issues
Replies: 0
Views: 2119

OpenMW-CS on Manjaro&Arch/XFCE4 issues

As of October 2020, it seems that some updates have broken OpenMW-CS. This seems to be related to XFCE4 on Manjaro, possibly related to how those interact with Qt5. I've tested this with Manjaro stable Qt5 5.15.1-1 and Manjaro unstable Qt5 5.15.1-3, and heard it also affects Arch linux running XFCE4...
by unelsson
24 Sep 2020, 19:43
Forum: Example-Suite
Topic: Using Bliaron 2nd Ed. material for example suite
Replies: 19
Views: 20123

Re: Using Bliaron 2nd Ed. material for example suite

- magic items have conditions when the spells are active (this requires some scripting capabilities probably) - effects that alter the statistics of the target character I thought of giving the player abilities, like the knight ability, which fortifies block, long blade and heavy armor by 5. And gi...
by unelsson
21 Sep 2020, 10:26
Forum: Editor Development
Topic: OpenMW-cs does not save deleted subrecords?
Replies: 12
Views: 13005

Re: OpenMW-cs does not save deleted subrecords?

I unfortunately can't work on this right now, but I might be able to help by pointing a finger.. I'd very much like to have a more defined explanation what needs to be done, and what isn't currently working. It's then easier to start diagnostics, homing on the issue. I haven't been able to investiga...
by unelsson
21 Sep 2020, 10:19
Forum: Support
Topic: Programmatically editing?
Replies: 2
Views: 1595

Re: Programmatically editing?

I've also worked with something similar, but not for this exact purpose, but rather for more complex procedural generation.. Related stuff is in there though: https://github.com/unelsson/openmw/tree ... rencestool
by unelsson
02 Jul 2020, 15:10
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87155

Re: OpenGEX as .Nif alternative for OpenMW

We need a logic for standard structure of dae/whatever models with animation. How does the system know which is the "root node", the base of everything... Is there a good standard for this? What is the easiest and most foolproof way? Options that come to my mind: 1) "the first node&qu...
by unelsson
01 Jul 2020, 11:44
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87155

Re: OpenGEX as .Nif alternative for OpenMW

Can have a pre-flight check to see if the root bone is indeed 'root'? At some point we have to tell modellers that this is a requirement for animation. OpenMW makes a few assumptions as a start, so we could ask modellers to also do the same if they wish to see their work working in OpenMW? I'm pret...
by unelsson
01 Jul 2020, 07:38
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87155

Re: OpenGEX as .Nif alternative for OpenMW

Does this mean we may be looking at a *working* expansion of 3D formats so as not to be reliant on the old gamebryo NIF file format? Yes - 3d models and animation with Collada/dae works, and "grep -R BasicAnimationManager" hints that the same method might work with bvh, gles, osgjs, and f...
by unelsson
29 Jun 2020, 23:08
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87155

Re: OpenGEX as .Nif alternative for OpenMW

Some related work here:

generic osgAnimation support
https://gitlab.com/OpenMW/openmw/-/merge_requests/252

osg dae-plugin fix with naming of bones and skeleton
https://github.com/unelsson/OpenSceneGr ... ndskeleton