OpenGEX as .Nif alternative for OpenMW

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Br0ken
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Re: OpenGEX as .Nif alternative for OpenMW

Post by Br0ken » 03 Oct 2017, 15:24

glTF 2.0 support was added to latest Substance Painter.
https://www.allegorithmic.com/blog/new- ... ix-exports

HeadClot
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Re: OpenGEX as .Nif alternative for OpenMW

Post by HeadClot » 19 Apr 2018, 20:03

I say we go with GLTF 2.0 as it is quickly being adopted as an industry standard.

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psi29a
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Re: OpenGEX as .Nif alternative for OpenMW

Post by psi29a » 19 Apr 2018, 20:55

HeadClot wrote:
19 Apr 2018, 20:03
I say we go with GLTF 2.0 as it is quickly being adopted as an industry standard.
Citation needed.

HeadClot
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Re: OpenGEX as .Nif alternative for OpenMW

Post by HeadClot » 25 Apr 2018, 08:52

psi29a wrote:
19 Apr 2018, 20:55
HeadClot wrote:
19 Apr 2018, 20:03
I say we go with GLTF 2.0 as it is quickly being adopted as an industry standard.
Citation needed.
https://www.khronos.org/gltf/

Search for "COLLADA and glTF 3D Asset Formats" and "Industry Support for glTF"

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psi29a
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Re: OpenGEX as .Nif alternative for OpenMW

Post by psi29a » 25 Apr 2018, 09:29

Nice, thanks. :)

As said earlier in this thread, someone just needs to step up with the desire to add this to OpenMW. Could this be you?

Ideally... OpenGEX, glTF and Collada support would be great. :) We would get this for free if it was supported by OSG.

https://github.com/jesesun/osgdb_gltf <-- gltf try this :)

https://github.com/openscenegraph/OpenS ... lugins/dae <-- dae/collada

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psi29a
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Re: OpenGEX as .Nif alternative for OpenMW

Post by psi29a » 25 Jun 2018, 12:20

Necroing this again...

OpenMW will need to support more than NIF in the future.

For now, there are a few bandaids:
http://www.gamesas.com/havok-animation- ... 21466.html
Download:
https://www.nexusmods.com/skyrim/mods/1797/?tab=docs
https://github.com/figment/hkxcmd

This means that modelers and animators can export their existing havok animation to NIF compatible KF.
Export the model to osgt/osgb and have the KF files beside will go a long way.

There is support for reading in havok physics into something that bullet can understand, so there is hope for the future on that front as well.
https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=2218
This tool also converts havok animation to collada (dae) animation which we can support when we finally support Collada natively.

Eventually we'll need to hit the big targets:
Collada (dae)
OpenGEX
glTF

At this moment, I would like to focus on Collada (dae) support since OSG supports it via osgDB_dae plugin. Collada also has animation built in and it also seem supported, but we'll need to translate into something that OpenMW understands.

With scrawl's departure, it is unlikely we'll see native animation in osg since no one is there to drive that. We'll have to focus on supporting existing formats... I hope that he changes his mind and comes back to surprise us.

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AnyOldName3
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Re: OpenGEX as .Nif alternative for OpenMW

Post by AnyOldName3 » 25 Jun 2018, 22:48

What's actually stopping the engine from loading other mesh formats that OSG supports? If the collada plugin was in the right location and an ESP specified that a dae file should be loaded instead of a nif, what would actually happen right now?
AnyOldName3, Master of Shadows

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psi29a
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Re: OpenGEX as .Nif alternative for OpenMW

Post by psi29a » 26 Jun 2018, 06:26

AnyOldName3 wrote:
25 Jun 2018, 22:48
What's actually stopping the engine from loading other mesh formats that OSG supports? If the collada plugin was in the right location and an ESP specified that a dae file should be loaded instead of a nif, what would actually happen right now?
I'm not sure what will happen,we still need to test. In all likely hood, statics should render without much effort. The problem likely comes from supporting the animation in collada, that is where I see the real work gluing that into our current animation system. That's the killer feature for modders, modelers, animators and game creators. They want to use modern tools that work with open formats, like Collada.

Sadly Debian and Ubuntu does not ship the osgDB_dae plugin, I've sent a patch to them to enable it. For the time being, I'm going to rebuild the PPA packages to ship it as well.
https://salsa.debian.org/openscenegraph ... requests/1

If need be, we carry the osgDB_dae plugin ourselves but I'm hoping to avoid that.

Example animated monster in collada format.
monster.zip
simple monster dae
(203.93 KiB) Downloaded 9 times

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Re: OpenGEX as .Nif alternative for OpenMW

Post by psi29a » 26 Jun 2018, 13:38

Look what I found... it seems that Scrawl was going in this direction already with commits to OSG:

Code: Select all

commit dc005a071909bfb830ef8edfdeb497517f8ee0bf
Merge: 55f5335f1 fb214b62a
Author: OpenSceneGraph git repository <openscenegraph.mirror@gmail.com>
Date:   Sun Aug 20 19:52:31 2017 +0100

    Merge pull request #308 from OpenMW/collada_valuetype_patch
    
    Use osg::Quat::value_type instead of double in collada plugin

commit fb214b62a18269f58b59a5e2bdad9c5ce7e75272 (origin/collada_valuetype_patch)
Author: scrawl <720642+scrawl@users.noreply.github.com>
Date:   Sun Aug 20 15:56:40 2017 +0000

    Use osg::Quat::value_type instead of double in collada plugin
    
    Note that although the value_type is currently always double, using the proper typedef will open the door to implementing a float Quaternion in the future (as I have done so in my own fork)

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AnyOldName3
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Re: OpenGEX as .Nif alternative for OpenMW

Post by AnyOldName3 » 26 Jun 2018, 23:46

I wrote that, but it was before I knew how to do pull requests, so I got Scrawl to sort that part out. Back when I was first trying to build OpenMW, before I knew about the script, I was trying to build OSG-on-steroids from source, and because Scrawl had always disabled the Collada plugin, it had a compilation error that he'd never noticed. While trudging through a sea of linker errors, this was one thing that I managed to figure out, so I fixed it.
AnyOldName3, Master of Shadows

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