Search found 49 matches

by crassell
03 Nov 2017, 16:37
Forum: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

Re: osgb/osgt animation format support

I was making good progress but a lot of stuff came up all at once in the past few months (funerals, weddings, etc.). I'll be on vacation for the next week but i'll be looking into finishing this task after that. Can anyone comment on my last issue? If it's just an expected difference in how the osgt...
by crassell
21 Oct 2017, 23:53
Forum: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

Re: osgb/osgt animation format support

I had just that when I initially coded this... tried digging up from the git history, didn't find it, possibly never got committed. Anyway, it's pretty simple: use an osg::ShapeDrawable to represent the sphere, set it to wireframe mode, update its position according to bone position in a callback. ...
by crassell
20 Oct 2017, 05:53
Forum: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

Re: osgb/osgt animation format support

The spheres are used to set a bounding box for the whole rig depending on its current pose. You should be able to compute a bone sphere at runtime by taking all the vertices influenced by that bone then measuring the maximum distance of any vertex from that bone's bind position. I think I can imple...
by crassell
18 Oct 2017, 04:29
Forum: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

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: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

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: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

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: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

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: General Development
Topic: osgb/osgt animation format support
Replies: 35
Views: 25456

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: General Development
Topic: Custom OSG binaries with Visual Studio made bad things happen
Replies: 2
Views: 2320

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: 6053

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 ...