Changes between Version 20 and Version 21 of ArtDesignDocument


Ignore:
Timestamp:
Apr 7, 2010, 1:01:12 AM (14 years ago)
Author:
Philip Taylor
Comment:

clean export info a bit

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  • ArtDesignDocument

    v20 v21  
    130130----
    131131=== COLLADA Export ===
    132 Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs.
    133 
    134 Blender
     132Note: Currently this has primarily been tested with 3ds Max. Some work may be needed to support other programs properly.
     133
     134==== General ====
     135
     136 * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game.
     137 * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton.
     138 * Meshes must be made of triangles.
     139 * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions.
     140 * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named `prop-whatever`, where the ''whatever'' is the name of the prop point. The file `data/tools/atlas/lists.xml` lists the standard prop attachment points. That object should then be attached to a bone.
     141
     142==== Blender ====
    135143
    136144 * In Blender, select the "Triangles" option in the exporter, and make sure it's only exporting one mesh (e.g. with "Only Export Selection").
    137145
    138 3ds Max
    139 
    140  * Download and install !ColladaMax, from [http://www.feelingsoftware.com/ Feeling Software] (registration required) or from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1.
     146==== 3ds Max ====
     147
     148 * Download and install !ColladaMax, from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1.
    141149 * Open/create a model in Max. If it is a skeletal model, it should have our standard structure and be named Bip01.
    142150 * If there is more than one mesh in the scene, you need to indicate which one should be exported:
    143  * Either: select one of the meshes, then do File -> Export Selected (and remember to select the right mesh each time you export);
    144  * or open the Properties dialog for one of the meshes, and set the User Defined Properties to export, and then do File -> Export. The other meshes will still be exported, but ignored when loaded into the game.
    145  * When selecting the filename to export, specify the lowercase extension .dae. The default is uppercase, which wont work.
    146  * Place the file into the game in the same way as you would with PMD or PSA files (in the /meshes and /animations directories, respectively).
    147  * Actors can point to the .dae file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (binaries/logs/mainlog.html) should say what was going on.
    148 
    149 Sketchup
     151  * Either: select one of the meshes, then do ''File'' -> ''Export Selected'' (and remember to select the right mesh each time you export);
     152  * or open the ''Properties'' dialog for one of the meshes, and set the ''User Defined Properties'' to `export`, and then do ''File'' -> ''Export''. The other meshes will still be exported, but ignored when loaded into the game.
     153 * When selecting the filename to export, specify the '''lowercase''' extension `.dae`. The default is uppercase, which won't work.
     154 * Place the file into the game in the same way as you would with PMD or PSA files (in the `/meshes` and `/animations` directories, respectively).
     155 * Actors can point to the `.dae` file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (`OpenLogsFolder.bat` -> `mainlog.html`) should say what was going on.
     156
     157==== Sketchup ====
    150158
    151159Note: This has only been used to export files from Sketchup and import them into Blender.  This should work for other programs.
     
    158166There is, possibly, [http://update.multiverse.net/wiki/index.php/Exporting_Models#Google_SketchUp another way to do this].
    159167
    160 XSI
     168==== XSI ====
    161169
    162170 * Use XSI 6.0.
    163171 * For skeletal models/animations:
    164  * Rename the skeleton to Biped (so the root object is called Biped_GlobalSRT), so the game knows what skeleton structure to use.
    165  * Export with File -> Crosswalk -> Export -> Format = COLLADA 1.4.1.
    166  * Enable Export XSI Normals. Enable Convert Geometry to Triangles if the mesh is not already triangles.
    167 
    168 General
    169 
    170  * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game.
    171  * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton.
    172  * Meshes must be made of triangles.
    173  * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions.
    174  * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone.
     172  * Rename the skeleton to Biped (so the root object is called `Biped_GlobalSRT`), so the game knows what skeleton structure to use.
     173 * Export with ''File'' -> ''Crosswalk'' -> ''Export'' -> ''Format'' = ''COLLADA 1.4.1''.
     174 * Enable ''Export XSI Normals''. Enable ''Convert Geometry to Triangles'' if the mesh is not already triangles.
    175175
    176176----
     
    531531
    532532----
    533 == Exporting ==
    534 ----
    535533== SVN ==
    536 For instructions on comitting your work, see [TortoiseSVN_Guide" here].
     534For instructions on committing your work, see [TortoiseSVN_Guide here].
    537535
    538536----