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Re: fragMotion - character animator [Re: EX Citer] #38422
02/28/07 14:13
02/28/07 14:13
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
OK, I have to correct myself. Looks like it imports all the masses of bones correctly.

Looks like I have to buy that programm...


:L
Re: fragMotion - character animator [Re: EX Citer] #38423
03/13/07 07:52
03/13/07 07:52
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Version 0.91 with 3 MDL7 fixes and/or features added:

http://www.fragmosoft.com/forum/index.php?topic=246.0

Quote:


version 0.9.1
-fixed crash in Quake 2 .md2 exporter
-fixed missing uv coords for several basic shapes
-fixed blue textures in 3D Gamestudio MDL7 importer
-added support for exporting different skin color depths in 3D Gamestudio MDL7 exporter
-added support for external texture references in 3D Gamestudio MDL7 exporter
-fixed missing undo group in Merge Animation
-fixed Half-Life .smd animations not loading with Merge Animation
-fixed crash in keyframe editor when not all keylists were being shown
-added anti-aliasing option to sprite creator
-fixed a bug with the floor calculation in the sprite creator
-when the remove alpha option is used when saving sprites the background will now remain transparent
-fixed error in Blitz .b3d exporter when exporting multiple animations where the first and last keys were not set






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: fragMotion - character animator [Re: Orange Brat] #38424
05/26/07 22:54
05/26/07 22:54
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
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Joined: Aug 2000
Posts: 7,490
There's a new version 0.91a, as well as a patch for it (separate downloads). One of the fixes is MDL7 related.

http://www.fragmosoft.com/fragMOTION/download/index.php

Quote:


version 0.9.1a
-fixed several errors caused by locale settings using commas for decimals
-fixed bug where .ms3d models sometimes were imported without assignments
-fixed infinite loop when opening a model file containing errors using the 'All Supported Files' filter
-fixed bug where keyframes pasted into the keyframe editor were lost if they extended past the end of the animation
-fixed incorrect export of sprite images whose width exceeded 1024 pixels
-fixed problem with small models disappearing in the sprite creator because of near z-clipping
-added option to sprite creator to save single frames in rows or columns
-added option to sprite creator to save images with a uniform size
-added option to 3D Gamestudio MDL7 exporter to store texture images internally or use a file path
-added tools to modify the entire mesh or skeleton separately
-widget tools will now display properties for the selected tool





Quote:


version 0.9.1a patch
-Wavefront OBJ importer/exporter now handles textures and exports usemtl with the correct name
-updated MS3D importer/exporter to work with Milkshape 1.8.0+
-fixed bug in 3D Gamestudio MDL7 import/export where models using multiple materials were saved incorrectly
-fixed bug in .dds export where image dimensions were changed to powers of 2 but the content was not scaled





There's also been a nice fragMotion plugin released called SkeleTools. It works in conjunction with the BVH files you can but at TrueBones:

http://www.fragmosoft.com/forum/index.php?topic=303.0

Quote:


SkeleGen: Creates a base skeleton, using the naming convention found in the Milkbones animations, allowing any Milkbone animation to easily be merged. Click and drag in the front view ( Currently: If created in other views makes a really flat useless skeleton!) to create the skeleton, sized to the area dragged.





Here's a free BVH editing tool that can be used with the TrueBones motions, too:

http://www.davedubuk.btinternet.co.uk/

Quote:


- Convert many types of bvh files to be Second Life compatible.
- Add, remove and rename joints.
- Make adjustments to any motion channels across all frames at once.
- Make adjustments to the joint offsets (i.e. skeletal structure)
- Zero out any motion channel (e.g. to keep the figure from 'wandering off' from the origin)
- Trim off frames from the front and back of the file (to create a loop-able animation)
- 'Knit' together the start and end frames for smoother looping. (Uses linear interpolation only)
- Set a T-pose for the first frame (for Second Life compatibility)
- Adjust the frame time to speed up or slow down the animation.
- See graphically how the joint structure and motion data work together.
- Quickly and easily see which axis the arms are aligned on.
- Open and view many other bvh file variants.





Finally, here's what the fragMotion sprite creator looks like:

http://www.geocities.com/hainesrs/misc/sprite.jpg

...and here's what I made (based off the settings in the image above except I changed it from individual files to single row):

http://www.geocities.com/hainesrs/misc/sprite2.jpg


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: fragMotion - character animator [Re: Orange Brat] #236317
11/13/08 15:38
11/13/08 15:38
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
fragMotion finally updated to 0.9.5:

http://www.fragmosoft.com/

Quote:

CHANGE LOG:

version 0.9.5
-added Wavefront OBJ importer/exporter
-added Alias FBX importer
-added Softimage XSI importer (mesh only)
-update MS3D importer/exporter to work with Milkshape 1.8.0+
-added tool to display information about each bone
-fixed bug in 3D Gamestudio MDL7 import/export where models using multiple materials were saved incorrectly
-added functions in the keyframe editor to split and append animations
-improved handling of imported files that contain more than 4 weights per vertex
-added vec2Lib and vec3Lib to LUA plugin to manipulate vectors in script
-added ability to modify key values in local or world space with key scripts
-unchecking groups in the export selected dialog now stops the associated mesh from exporting
-added options to animation tools to change keys before and after the current frame
-added ability to enable/disable key lists
-improved animation merging
-added batch file conversion
-added ability to use a license file
-added split bone tool
-added split edges tool
-added ability to save selections
-added timer objects
-added ability to show tool tips from script

http://www.fragmosoft.com/fragMOTION/download/index.php

There are several key features that didn't make it into this release, namely FBX export and Torque support. Inverse kinematic anchoring is not fully supported either, although it does work in some cases.

dave



My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: fragMotion - character animator [Re: Orange Brat] #236465
11/14/08 12:10
11/14/08 12:10
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
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NITRO777  Offline
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Joined: Mar 2003
Posts: 3,010
analysis paralysis
now that it has obj support I may be interested in looking at it, just because it supports .bvh files mocaps with truebones.

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