Search found 223 matches
- 02 Nov 2020, 00:21
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 88842
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...
- 28 Oct 2020, 22:24
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 13434
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.
- 20 Oct 2020, 19:37
- Forum: Support
- Topic: OpenMW-CS on Manjaro&Arch/XFCE4 issues
- Replies: 0
- Views: 2341
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...
- 24 Sep 2020, 19:43
- Forum: Example-Suite
- Topic: Using Bliaron 2nd Ed. material for example suite
- Replies: 19
- Views: 20655
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...
- 21 Sep 2020, 10:26
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 13434
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...
- 21 Sep 2020, 10:19
- Forum: Support
- Topic: Programmatically editing?
- Replies: 2
- Views: 1596
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
- 02 Jul 2020, 15:10
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 88842
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...
- 01 Jul 2020, 11:44
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 88842
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...
- 01 Jul 2020, 07:38
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 88842
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...
- 29 Jun 2020, 23:08
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 88842
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
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