Replies: 17 comments 57 replies
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I agree that Collada's time has come and gone, and with FBX being closed source, using an open source alternative such as USD or glTF sounds great! (Even better that glTF is already implemented, thanks to @Soreepeong's work!) My thoughts on your points:
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glb file is essentially a concatenated file of gltf and bin files, but with length information stored. I found myself ending up using glb exclusively once I got the textual part of the format working. Also, it would be nice to have .editorconfig so that we won't have to "fight" automatic formating to keep the code format consistent! |
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Thanks for the input! Here's a AC list that I'll add to a 2.0 issue:
My Cryengine Importer project will get its own set of issues to deal with the upgrade, since at the end of the day I need to be able to make mechs dance, otherwise what is even the point of all this! 🤣 |
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Well, this is a bit more of a challenge than I expected. With Collada, it was relatively easy to go from Cryengine -> Collada -> Blender, since everything was Z axis up. With gltf, it only knows Y axis up, so I have to convert the Cryengine data to that axis when I write it, and then hope the gltf importer from Khronos handles it from there. But unfortunately when I import something, it wants to use -Y as the forward direction instead of Y. That may not be a problem, but it probably will be when dealing with prefabs. I'm guessing everything will be rotated around facing the wrong direction. I think I'll just live with -Y being front for gltf models and when working on the prefab importers, just rotate them around there. I still need to verify that child geometry is placed correctly, add VertsUvs, and double check vertex Colors since those seem a bit weird too. But making progress at least! |
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Got the star citizen models importing correctly. Everything is still flipped with -Y being forward, but I think I can fix this by just taking the negative of it when it's first read. Hopefully that won't break animations too badly. |
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Got the rotations fixed for all child nodes, and positive Y is forward again. I'm assuming this will break animations, but need to work on the Ivo files first, then will get that going next. Making progress! |
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I think I found a way to combine the split DDS texture files for the newer game models so they go straight into the I gotta stop getting sidetracked though. 😳 |
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Ok, weird one here. For some models, the Normal datastream has the normals as a 4 byte structure. For example: I'm pretty sure this is supposed to be a |
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Oh wow, just discovered the glTF plugin for VS Code. It's so nice! It can validate the gltf and glb files, and even has a 3d viewer built in! This is so much nicer for verifying models are converting properly than looking at them in notepad++ and then loading into Blender. 🤤 |
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Starting to get textures figured out. Star Citizen doesn't use names, but rather texture slots. I'm trying to figure out what each of them are. |
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HI! Any update on new release? |
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Eh... maybe Collada is the way to go after all... 🤔 |
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Added an optional argument |
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I think I'm going to put the animation work on hold and just finish up a 1.6 update with all the other backlog stuff that has been festering, such as the new Ivo format for SC and better material handling. I'm just spinning my wheels at this point. I've even run Blender from source and traced through the code to try to get a better understanding of what's going on, and... I think I just have a mental block. Sorry everyone. I'll get back on the animation stuff after a little break, but will start the 1.6 work this weekend. |
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No need to apologize, animation is its tricky beast. As someone who represents that SC community, we are very excited about the new IVO format being fixed, so we can have our landing gear. Especially with the new ships that have recently been released, and what appears to be noodles. As one of the few people doing animation with SC assets (via the Dymek Engine and non-animation files) I feel like setting aside the CGF-Converter animation support will not slow down the progress of the few who are experimenting with it (honestly I think I might be the only one). This especially being the case as StarFab currently does not access to the animation database . |
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I think I finally solved material issues. It does require you to pass in the mtl file for the object in some cases. But at least I was able to delete a lot of code related to "if this weird ass edge case, then try to hack in this material". 😌 I think normals are all messed up. And always have been. |
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any of you guys triend the tool extracting aion models? |
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Well, the animation work (can't thank you enough @Soreepeong!) seems to chugging along, so now it's time to make some decisions. Here is my rough plans for what to do next, and I'd like to get the community's input.
Collada just doesn't seem like a great way forward anymore. Thanks to Soreepeong's implementation of the glTF renderer, I'm not sure Collada has much of a place anymore. Much like Waveform (.obj) files, it had its time. And since Blender's implementation of USD is still a work in progress, I'm thinking that glTF is probably the best way forward for at least the intermediate future. So here is what I'm thinking of doing for a 2.0 release:
glb
. The other option isgltf
, but I'm not sure of the differences on these yet. Does glTF/glB add the texture files into the file too?-isConsoleGame
, so that the big endian processing takes place properly. I don't see a really good way to identify a console vs pc game based on the game files themselves. There is code that is in theory detects it, but I'm not really sure how (or if) that is working. Even for console games, the header info and chunk tables (and chunk headers) are in little endian format. It's just when the data is being read does this change. 😒Any other thoughts on what to do for a 2.0 release? It's going to take a bit of time, but hopefully I can get everything done by this summer.
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