sources of 3D assets

OpenMW's very own demo, template and game to show off everything that OpenMW is capable of.

Moderator: Example suite forum moderator

unelsson
Posts: 181
Joined: 17 Mar 2018, 14:57

Re: sources of 3D assets

Post by unelsson » 29 May 2020, 17:42

Lamoot wrote:
27 May 2020, 09:38
unelsson wrote:
17 May 2020, 09:36
I'll be creating and posting some stuff later, but don't let that stop anyone from contributing. My current goal is to make something of a CC0 animated human model for just any generic project. Then a bank of assets stuff (I'm thinking of basic nature objects like trees, rocks, cliffs, flowers, mushrooms etc.) that's related to my own game Bliaron 2nd Ed (the asset bank would probably be then CC-BY or similar). I'm making the CC0 stuff myself, but I might get some professional help for that asset bank.
Are you aiming solely for the end result of having an animated character or is it also a part of your learning how to model/rig/animate 3d models? If it's only about the end result I could help you with the task. I do rigging and animation as my regular work and wouldn't mind providing a generic CC0 character. It's indeed very much needed to push the OpenMW ecosystem further, to have base assets without any of the original Morrowind files.
I wish to learn too, but I will burst of happiness, if someone with real skills makes an animated CC0 human model for OpenMW. Just a base model would do a lot, it could be then developed further into whatever needed!

User avatar
AnyOldName3
Posts: 1875
Joined: 26 Nov 2015, 03:25

Re: sources of 3D assets

Post by AnyOldName3 » 29 May 2020, 18:35

A few years ago we kept discussing MakeHuman a lot. It would give us a body mesh with rigging, morphs (so we could have an every-game-after-Morrowind-esque character creator eventually), textures, and a reasonable bank of other user-created stuff like clothing. All we'd need to do ourselves would be animate it, which is a comparatively small amount of work compared with doing all the other things, too.

I don't remember any particular reason being brought up for not using that idea, but we suddenly stopped talking about it.
AnyOldName3, Master of Shadows

User avatar
psi29a
Posts: 4881
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: sources of 3D assets

Post by psi29a » 29 May 2020, 22:00

https://github.com/MyHumanoid/MyHumanoid

MyHumanoid is a modernized fork of MakeHuman 0.9.1

User avatar
AnyOldName3
Posts: 1875
Joined: 26 Nov 2015, 03:25

Re: sources of 3D assets

Post by AnyOldName3 » 30 May 2020, 03:15

MakeHuman seems more active.
AnyOldName3, Master of Shadows

Eli2
Posts: 52
Joined: 27 Nov 2011, 08:23

Re: sources of 3D assets

Post by Eli2 » 31 May 2020, 00:15

The initial goal of MyHumanoid was to get the old c++ (GPL3 code, MIT mesh) version back on track.
Next step would be to convert all data to gltf.

Lamoot
Posts: 87
Joined: 22 Apr 2016, 12:03

Re: sources of 3D assets

Post by Lamoot » 31 May 2020, 17:11

unelsson wrote:
29 May 2020, 17:42
I wish to learn too, but I will burst of happiness, if someone with real skills makes an animated CC0 human model for OpenMW. Just a base model would do a lot, it could be then developed further into whatever needed!
Alright, I'll take the task as my next OpenMW contribution then. No idea on when, but in a reasonable time.

Ferk
Posts: 36
Joined: 08 Sep 2013, 20:27

Re: sources of 3D assets

Post by Ferk » 02 Jun 2020, 20:44

I think the most troublesome part is the animation and proper mapping of bones in the way the engine expects.
There was actually already a human model done with makehuman but there were problems with the armature, last time I checked the camera wasn't even properly placed because it couldn't find the head of the model as discussed in: viewtopic.php?f=8&t=4615&p=54572#p49603

User avatar
DestinedToDie
Posts: 1161
Joined: 29 Jun 2015, 09:08

Re: sources of 3D assets

Post by DestinedToDie » 02 Jun 2020, 20:58

Ferk wrote:
02 Jun 2020, 20:44
I think the most troublesome part is the animation and proper mapping of bones in the way the engine expects.
There was actually already a human model done with makehuman but there were problems with the armature, last time I checked the camera wasn't even properly placed because it couldn't find the head of the model as discussed in: viewtopic.php?f=8&t=4615&p=54572#p49603
Actually there is no problem. I just parented my bones wrong and at the time OpenMW accepted my erroneous ways. Then an update came that changed how OpenMW expected bones to be parented. If you'd parent them differently and with the same model, you'd get it working fine.

freem
Posts: 42
Joined: 20 Mar 2012, 16:22

Re: sources of 3D assets

Post by freem » 24 Jul 2020, 01:10

Just found this game. Licensed under GPLv2, it is (or was meant to be, more probably) a medieval FPS.
From the official text:
OpenFrag is an Open Source, multi-platform game. It plays in a medieval environment where Orcs and Humans fight to the death in a multiplayer session
I thought maybe some resources can be salvaged despite the age (seems to be beta status, so I also think I'll give it a shot :)).

Post Reply