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Re: TrueSpace Plug-in [Re: LordMoggy] #254618
03/04/09 12:29
03/04/09 12:29
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
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LordMoggy  Offline
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Joined: Jan 2009
Posts: 290
Poland
Hopefully the okino importer works here is the pricing for the base package nugraf or polytrans and the dcc pack needed which has the importer.

http://www.okino.com/conv/order/order.htm#basepackagepricinginfo

Cheers Moggy

Re: TrueSpace Plug-in [Re: LordMoggy] #254619
03/04/09 12:33
03/04/09 12:33
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
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LordMoggy  Offline
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Joined: Jan 2009
Posts: 290
Poland
So good luck and enjoy i hope this works for you!

Cheers Moggy wink

Re: TrueSpace Plug-in [Re: LordMoggy] #254621
03/04/09 12:36
03/04/09 12:36
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
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Tiles  Offline
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Joined: Sep 2007
Posts: 658
germany
Quote:
*.cob


Bad choice. That's the old file format. You cannot export the new bones with that format. New bones from Workspace doesn't transfer over to Modeler. And Modeler Bones are finally broken. Means there is absolutely no sense to use *.cob ...

As for the workflow, i already told a working art pipeline that is also good enough to export animation from Workspace. That one needs Ultimate Unwrap 3D though. But that's much cheaper than your solution here

Last edited by Tiles; 03/04/09 12:38.

trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: TrueSpace Plug-in [Re: Tiles] #254625
03/04/09 12:46
03/04/09 12:46
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
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LordMoggy  Offline
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Posts: 290
Poland
well considering collada is already in truespace 7.6 then transfer the file and directly import into the collada format in Carrara and then export into fbx.

essentially a direct collada -> collada -> fbx -> mdl

hows that for a solution if it works haha cob or no cob haha wink

Re: TrueSpace Plug-in [Re: LordMoggy] #254645
03/04/09 13:46
03/04/09 13:46
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
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Tiles  Offline
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Joined: Sep 2007
Posts: 658
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Quote:
... Carrara ...


Here we have the pitfall. A minimum $249.00 pitfall may i add. And i have no clue if Carrara even loads the trueSpace Collada. But yeah, no cob wink


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: TrueSpace Plug-in [Re: Tiles] #254748
03/05/09 08:18
03/05/09 08:18
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
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LordMoggy  Offline
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Posts: 290
Poland
I believe it does....

Re: TrueSpace Plug-in [Re: LordMoggy] #254750
03/05/09 08:22
03/05/09 08:22
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
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Tiles  Offline
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Joined: Sep 2007
Posts: 658
germany
I don't need to believe when using Ultimate Unwrap 3D. This one does definitely wink


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: TrueSpace Plug-in [Re: LordMoggy] #254869
03/06/09 01:33
03/06/09 01:33
Joined: Feb 2006
Posts: 33
Herts, UK
D
danohu Offline OP
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danohu  Offline OP
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D

Joined: Feb 2006
Posts: 33
Herts, UK
Hi

Thanks for all the info.

I wanted to avoid having to convert individual keyframes from TrueSpace(hundreds of them) and then import them as frames (e.g. .fbx or .3ds) into GameStudio as this is very time consuming. Being able to use a plugin to import a TrueSpace scene seemed to be an attractive alternative to individually converting large numbers of individual keyframes.

Okino responded to me and said I cannot take a truespace scene and convert this to a series of individual keyframes. The lengthier route of converting individual keyframes into various formats would be possible.

I do have a very old version of TrueSpace so perhaps a plugin might still be an option with that?

Another suggestion on the TrueSpace site was that one would not have to import the TrueSpace scene into Gamestudio as frames and it may be possible to simply play the animation using coding in the SED. I can't see how this would work? Firstly, I cannot see how one could get a TrueSpace scene to run in GameStudio just using coding in the SED e.g. even if one converted a truespace scene to a .wrl file and tried to run it from the SED. There would be an issue with being able to get it to run (I think) even if one could open it. Secondly there would be the issue of skins which I think wold be lost.

Hopefully what I have said is clear. Any further thoughts are most welcome!!!

D

Re: TrueSpace Plug-in [Re: danohu] #254891
03/06/09 07:58
03/06/09 07:58
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
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Tiles  Offline
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Joined: Sep 2007
Posts: 658
germany
Quote:
I do have a very old version of TrueSpace so perhaps a plugin might still be an option with that?


Such a plugin is not longer available. The one that once existed was told as extremely buggy.

Quote:
I wanted to avoid having to convert individual keyframes from TrueSpace(hundreds of them) and then import them as frames


Going the Ultimate Unwrap route, Collada transfers the whole animation, FBX too. There is at no point the need to deal with single frames.

The decision of frames comes when you save your file as mdl. The decision is if you use Vertex animation or Bones animation. Vertex Animation is the frame thingie. You save your MDL by default in the vertex format. But even here you don't save individual frames, but the whole mdl file.

Quote:
TrueSpace scene


Scene? You better just export the animated character.

Collada exports selected objects. So does Workspace X. Modeler X can export whole scenes. But as told before, Workspace animation does not arrive in Modeler. And trueSpace X and MED is a very special relationship anyways.

Quote:
Another suggestion on the TrueSpace site was that one would not have to import the TrueSpace scene into Gamestudio as frames and it may be possible to simply play the animation using coding in the SED. I can't see how this would work? Firstly, I cannot see how one could get a TrueSpace scene to run in GameStudio just using coding in the SED e.g. even if one converted a truespace scene to a .wrl file and tried to run it from the SED. There would be an issue with being able to get it to run (I think) even if one could open it. Secondly there would be the issue of skins which I think wold be lost.


Sounds like you need C++ skills for that one ...


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: TrueSpace Plug-in [Re: Tiles] #254998
03/06/09 22:06
03/06/09 22:06
Joined: Feb 2006
Posts: 33
Herts, UK
D
danohu Offline OP
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danohu  Offline OP
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D

Joined: Feb 2006
Posts: 33
Herts, UK
Thanks!

I wanted to check I follow the logic of what has been said:

1) I have been looking for the ultimate unwrap product and am assuming that the link http://www.unwrap3d.com/ is the product you are referring to?

2) I am wondering what format to use to export an animation from TrueSpace to the ultimate unwrap product. I have an old version of TrueSpace so don't know about exporting it to a Collada format. I am assuming that I probably have to upgrade to a newer version of TrueSpace in order to be able to do so?

3) I understand that once you transfer your animation from TrueSpace to Ultimate Unwrap that you can then save the whole thing to GameStudio as an Mdl file which eliminates the need for saving individual frames?

D

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