Welcome
Welcome to Caligari Truespace 3D Modeling Forum and Tutorials.

Click this link to join our community today.

Gmax (3ds) Import' Rollout (XSI v. 1)

General blog related to GMAX modeling software, plugins, maxscripts and game packs.

Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » December 28th, 2013, 11:20 am

My first attempts were successful. Maybe it will work also for you.
Attachments
XSIim1012.rar
(8.2 KiB) Downloaded 65 times
XSIim1008.rar
(6.5 KiB) Downloaded 70 times
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » December 29th, 2013, 4:37 am

Interesting nice work. Did you actually get an XSI model to load in GMAX? Leroy.
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » December 31st, 2013, 3:43 am

At the moment it works for one SI coordinate system, I will support it the next time.
I haven't tried it with a typical Battlezone's model, so feedbacks are most appreciated.
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » December 31st, 2013, 7:19 am

tsvetan wrote:At the moment it works for one SI coordinate system, I will support it the next time.
I haven't tried it with a typical Battlezone's model, so feedbacks are most appreciated.


I tried importing a BZII model into GMAX but got a runtime error of some kind. It didn't surprise though as GMAX by original design limited support for importing models other then those supported by the software itself. I would imagine that Studio Max users will fair much better in terms of using the XSI importer you graciously created. Thank you very much Tsvetan. PS: maybe we can get a BZII modder that uses Max to test it and post some feedback. Leroy.
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » December 31st, 2013, 8:34 am

I try it of my own. The hardest part of the job is done. The body of an import modeling data script is something special, and my concept is right. It is a little surprisingly that Gmax has no limitations of reading files. I will fix it shortly. Thanks.
(Greeting for the spelling capability :) )
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » January 4th, 2014, 4:55 am

I imported successfully the tswalk droid from the Battlezone 2 library. It was output as .XSI v.1.1 with 3Dexpl. Now the script reads the texture file directory in the way 3Dexpl. writes it.
Attend to this talk to give the newest release.

tsvetan has been thanked by:
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » January 5th, 2014, 2:53 am

Thanks Tsvetan you are totally awesome I really appreciate the time you take to work on this issue. Leroy. I'll test the revised scripts as you release them. :P
Attachments
gmaxerror.png
GMAX SHOW THIS ERROR?
gmaxerror.png (19.92 KiB) Viewed 4695 times
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » January 15th, 2014, 6:28 am

The newest version supports object animation and ambience. Please attach a file, if it causes errors.
Attachments
XSIim1006.rar
(6.09 KiB) Downloaded 57 times
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » January 27th, 2014, 2:54 am

tsvetan wrote:The newest version supports object animation and ambience. Please attach a file, if it causes errors.



This one works with GMAX and I've ask on another forum for some Max users to test it out as well. If you'd like to follow that thread then here' the web link> http://bz2maps.us/phpBB/viewtopic.php?f=50&t=4559

Thanks, Tsvetan for the work you've done so far. Leroy.
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » January 27th, 2014, 5:51 am

Many thanks, Leroy. When I worked on the first version of the imporing script, I found a bug in the exporter, when it exports more than two submaterials.
I'm planning to support bones' animation writing/reading next week to the both scripts. I will also test more battlezone's files.
Gmax is an excellent program excluding the rendering capability ( however an external rendering engine was created some years ago, named RenderSuite 1.0beta3). I tested some painting function in Gmax, but they were blocked. So at the moment I'm not able to make an animation renderer as I intended.

Some very beginning hints
By default in Gmax the viewport opens with an omni light, but I delete it for better viewport rendering and a camera view, that I swap with a perspective viewport. Also the materials can be shown, if the Show Map in Viewport (in the Material Editor) is checked on.
You can also play around with the display drivers (on the Preference Settings dialog) to find the better solution.
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » January 30th, 2014, 9:08 am

I very much apreciate your dedication in keeping this project alive. I actually have a reason now to learn to use G/MAX because of of your work on both the exporter and importer. Thanks Tsvetan, Leroy. :P
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » February 7th, 2014, 10:37 am

The newest release (v. 1.008) supports skin envelope.
It is possible that Gmax reports for registry error, when loading a skin, so if error messages occur, just confirm.
The file is attached on top of the topic.
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » April 8th, 2014, 2:37 pm

Hi Leroy,
I make some tests and it will be helpful if there is a model with skin from the battlezone library.
It should contain the "SI_Envelope" and "SI_AnimationKey" templates.
Thanks
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » April 10th, 2014, 11:08 am

tsvetan wrote:Hi Leroy,
I make some tests and it will be helpful if there is a model with skin from the battlezone library.
It should contain the "SI_Envelope" and "SI_AnimationKey" templates.
Thanks


Hi Tsvetan, I have several of these original models from BZII. They are commonly refered to as "morph" type animation that use the SI_Envelope and SI_AnimationKey entries. I'll zip several for you and upload them as time allows. Leroy.
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » April 10th, 2014, 11:33 am

I've attached 3 BZII models with a seperate zip for the models textures. This is the same model that uses 3 seperate animation files to morph from one state to another. Let me know if they are of any use. All XSI model files are plain text formated so you can either use a plain text editor or open them up in 3D Exploration.
Attachments
Scion Lancer.PNG
RENDER OF SCION LANCER.
Scion Lancer.PNG (191.68 KiB) Viewed 4377 times
fvarch00.zip
3 PIC textures for the 3 BZII models.
(222.77 KiB) Downloaded 45 times
fvlancer_ASR.zip
3 BZII models with SI_Envelope animation.
(47.03 KiB) Downloaded 37 times
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » April 15th, 2014, 1:38 am

Tsvetan, you may want follow this thread on another forum related to this project. Another user named Nielk1 is also working on a similar project he has a link to his maxscript perhaps it will be of some use to your project. Leroy.

http://bz2maps.us/phpBB/viewtopic.php?f=50&t=4622
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » April 16th, 2014, 3:43 am

I will test Nielk's script so soon as possible. Greetings for his efforts!
Yes, working with rotations is a little confused.
Recently I tested my script with another Activision, Aspyr game title.
It loads skin differently, but I made it working.
I will share the new version in a view days. It is coming with some crucial fixes.
:)
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » May 13th, 2014, 6:35 am

Hi everyone,
I did some improvements, also added support for a new game by Activision. Thanks to 0angel for posting the 1.3 modder data.
See you later
Image
Attachments
XSIim1012.rar
(8.2 KiB) Downloaded 52 times
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » May 14th, 2014, 10:30 am

Thanks, Tsvetan I posted an announcement on the B2Maps forum. Leroy.
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby General BlackDragon » June 8th, 2014, 9:01 pm

I tried running the script on a model, and it only partially worked.

Here's what I got:

Image

That section of code is:

Code: Select all
fn SI_AnimationKey_fn o = (
     --readDelimitedString in_file "}"
     if objectAnimation == true do (
        xo = amax #((finditem axisorder[axisorder_id] 1),(finditem axisorder[axisorder_id] 4))
        yo = amax #((finditem axisorder[axisorder_id] 2),(finditem axisorder[axisorder_id] 5))
        zo = amax #((finditem axisorder[axisorder_id] 3),(finditem axisorder[axisorder_id] 6))
      keyType = readValue in_file
      numberOfKeys = readValue in_file
      local tqp = (quat 0 0 0 1)
      for i = 1 to numberOfKeys do (
        frame1 = readValue in_file
        expr = readValue in_file
        expr_arr = #(); expr_arr.count = expr + expr;
        for j = 1 to expr do (
         expr_arr[j] = readValue in_file;--print expr_arr[j]
           expr_arr[j+expr] = -expr_arr[j]
        )
        case keyType of (
         (0):(
           temp_quat = quat -expr_arr[1] -expr_arr[3] expr_arr[2] expr_arr[4]
         temp_quat = temp_quat + (quat 1 0 0 0)
           quatAsEulerAngle = quatToEuler temp_quat
           eulerAsAngleAxis = quatAsEulerAngle as angleAxis
           rc = o.rotation.controller
           addNewKey rc frame1
           try (
           rc.x_rotation.keys[i].value = quatAsEulerAngle.x; rc.y_rotation.keys[i].value = quatAsEulerAngle.y; rc.z_rotation.keys[i].value = quatAsEulerAngle.z
           ) catch (
           tq = quat (temp_quat.x*(/*-*/1)) temp_quat.y temp_quat.z temp_quat.w


              rc.keys[i].value = tqp - (tq)/*- tqp*/
            tqp = tq
           print tq
           print rc.keys[i].value
           )
         )
         (1):(
           sc = o.scale.controller
           addNewKey sc frame1
           sc.keys[i].value.x = expr_arr[3]; sc.keys[i].value.y = expr_arr[1]; sc.keys[i].value.z = expr_arr[2];
         )
         (2):(
           tc = o.position.controller
           addNewKey tc frame1
           try (
               tc.x_position.keys[i].value = expr_arr[xo];
               tc.y_position.keys[i].value = expr_arr[yo];
               tc.z_position.keys[i].value = expr_arr[zo];
               --tc.x_position.keys[i].value = expr_arr[3]; tc.y_position.keys[i].value = expr_arr[1]; tc.z_position.keys[i].value = expr_arr[2]
           ) catch (
           tc.keys[i].value = [expr_arr[xo],expr_arr[yo],expr_arr[zo]]
           )
         )
         (3):(
           rc = o.rotation.controller
           --euler = eulerAngles expr_arr[3] expr_arr[1] expr_arr[2]
           euler = eulerangles expr_arr[xo] expr_arr[yo] expr_arr[zo]
         addNewKey rc frame1
           try (
               rc.x_rotation.keys[i].value = expr_arr[(xo)];
               rc.y_rotation.keys[i].value = expr_arr[(yo)];
               rc.z_rotation.keys[i].value = expr_arr[(zo)]
               --rc.x_rotation.keys[i].value = expr_arr[1]; rc.y_rotation.keys[i].value = expr_arr[3]; rc.z_rotation.keys[i].value = expr_arr[2];
           ) catch (
              rc.keys[i].value = tqp - (euler as quat)
            tqp = euler as quat
           )
         )
        )
        skipToNextLine in_file
      )
     )
     readDelimitedString in_file "}"
     --ha = readline in_file; print "a";print a
   )
General BlackDragon
 
Posts: 7
Joined: November 2nd, 2011, 3:47 pm
Has thanked: 0 time
Have thanks: 0 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » June 9th, 2014, 1:24 pm

Thank you. But the reasons for this error may be lots of. The error occurs by the animation part. Is the geometry part correctly loaded?
I would help, but I need at least the animation part of the file.
AnimationSet {
...
}
Usually the part from AnimationSet to the end of the file.
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby General BlackDragon » June 11th, 2014, 11:26 am

Yes, as I do a bulk of my XSI work in notepad, im rather familiar with the format. :)

The Geometry part loads fine, and the animation plays, except for the Leg parts.

AnimationSet {
Animation anim-hp_dummyroot_1 {
{frm-hp_dummyroot_1}
SI_AnimationKey {
0;
4;
0; 4; 0.707107, 0.000000, -0.707107, -0.000000;;,
10; 4; 0.697409, 0.116706, -0.697409, 0.116706;;,
24; 4; 0.375317, -0.307687, -0.654539, -0.579693;;,
30; 4; 0.361539, -0.323766, -0.628630, -0.607692;;;

}

SI_AnimationKey {
2;
6;
0; 3; 0.000000, 0.941322, 0.000000;;,
10; 3; 0.000000, 0.753404, 0.001496;;,
15; 3; 0.014228, 0.844799, 0.369076;;,
19; 3; 0.032441, 0.470590, 0.752109;;,
24; 3; 0.063744, 0.114346, 0.975507;;,
30; 3; 0.063744, 0.114346, 1.380925;;;

}

}

Animation anim-torso {
{frm-torso}
SI_AnimationKey {
0;
3;
0; 4; 0.707107, 0.000000, 0.707107, 0.000000;;,
24; 4; 0.728331, 0.001318, 0.685223, -0.001318;;,
30; 4; 0.728094, -0.000390, 0.685406, -0.009871;;;

}

}

Animation anim-head {
{frm-head}
SI_AnimationKey {
0;
2;
0; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
30; 4; 0.940256, -0.212194, 0.265395, -0.021403;;;

}

}

Animation anim-L_arm {
{frm-L_arm}
SI_AnimationKey {
0;
3;
0; 4; 0.978148, -0.000000, -0.000000, -0.207912;;,
8; 4; 0.831894, -0.077346, -0.421534, -0.352533;;,
19; 4; 0.750081, 0.263658, -0.583183, 0.166614;;;

}

}

Animation anim-R_up_arm {
{frm-R_up_arm}
SI_AnimationKey {
0;
3;
0; 4; 0.686843, -0.168069, 0.688283, -0.162069;;,
10; 4; -0.378054, 0.590631, -0.705222, -0.104365;;,
30; 4; 0.352326, -0.739100, 0.518634, 0.246204;;;

}

}

Animation anim-R_uleg {
{frm-R_uleg}
SI_AnimationKey {
0;
3;
0; 4; 0.999962, -0.000000, 0.000000, 0.008727;;,
10; 4; 0.994931, 0.100184, 0.000874, 0.008683;;,
24; 4; 0.693026, -0.665908, -0.213845, -0.174793;;;

}

SI_AnimationKey {
2;
6;
0; 3; -0.158114, 0.961439, -0.161031;;,
10; 3; -0.158114, 0.773520, -0.159535;;,
15; 3; -0.140358, 0.862484, 0.239487;;,
19; 3; -0.120881, 0.433240, 0.573165;;,
24; 3; -0.094371, 0.197479, 0.814985;;,
30; 3; -0.094371, 0.197479, 1.220402;;;

}

}

Animation anim-R_lleg {
{frm-R_lleg}
SI_AnimationKey {
0;
3;
0; 4; 0.999848, -0.000000, -0.000000, -0.017452;;,
10; 4; 0.878683, -0.477159, 0.000000, -0.015337;;,
30; 4; 0.969862, -0.079113, 0.127850, 0.191735;;;

}

}

Animation anim-L_uleg {
{frm-L_uleg}
SI_AnimationKey {
0;
3;
0; 4; 0.999962, 0.000000, -0.000000, 0.008727;;,
10; 4; 0.953681, 0.300694, 0.002624, 0.008323;;,
24; 4; 0.740879, -0.613107, -0.181610, -0.205464;;;

}

SI_AnimationKey {
2;
6;
0; 3; 0.120749, 0.961439, 0.043667;;,
10; 3; 0.120749, 0.773520, 0.045163;;,
15; 3; 0.134977, 0.878982, 0.412856;;,
19; 3; 0.153190, 0.522778, 0.796035;;,
24; 3; 0.184493, 0.197479, 1.019683;;,
30; 3; 0.184493, 0.197479, 1.425100;;;

}

}

Animation anim-L_lleg {
{frm-L_lleg}
SI_AnimationKey {
0;
3;
0; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
10; 4; 0.922201, -0.386652, -0.006749, -0.000000;;,
30; 4; 0.976872, -0.156680, 0.028262, 0.142740;;;

}

}

}
General BlackDragon
 
Posts: 7
Joined: November 2nd, 2011, 3:47 pm
Has thanked: 0 time
Have thanks: 0 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby tsvetan » June 13th, 2014, 1:37 am

Ok, the animation looks immaculately. It might be a disparity betw. the geometry objects' names and animation objects' names.
If suitable attach the file to a post or by email (if it has some rights) to tsvetanon[at]abv.bg .
tsvetan
 
Posts: 48
Joined: December 17th, 2012, 4:07 pm
Has thanked: 1 time
Have thanks: 4 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby General BlackDragon » June 13th, 2014, 9:47 am

I Sent you the model via Email.
General BlackDragon
 
Posts: 7
Joined: November 2nd, 2011, 3:47 pm
Has thanked: 0 time
Have thanks: 0 time

Re: Gmax (3ds) Import' Rollout (XSI v. 1)

Postby BNG123 » June 14th, 2014, 5:57 am

The problem may lie with your model Black Dragon? I imported the AT-AT Walker from the XSI model pack and the walk animation played back normally bro, of course, this was imported into GMAX though. I wonder if the version of MAX you're using may be too new? What you might try doing is try import some animated XSI models from the XSI model pack for reference purposes just to compare against the model that does not want to import correctly. Just wish I knew how to use GMAX and MAX a bit more, unfortunately, both are a bit too complicated to use at this point. Perhaps you and Tsvetan can work together to help get the importer and exporter working; I know that if they ever do become practical then I would most seriously consider using GMAX as an alternative to what I currently use for BZII model creation. Leroy.
Attachments
atatwalk.png
atatwalk.png (217.45 KiB) Viewed 4141 times
User avatar
BNG123
 
Posts: 594
Joined: June 12th, 2010, 7:17 pm
Location: The Internet you silly bear?
Has thanked: 9 time
Have thanks: 2 time

Next

Return to Blogging GMAX 1.2 a la web

Who is online

Users browsing this forum: No registered users and 1 guest

cron
suspicion-preferred