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Post by xxmasal22xx on Feb 6, 2011 12:25:46 GMT -5
Soo.....what/who is it? And what if you added 2 to each index?
lol it's supposed to be Pachirisu (without transformations) but yea... the indexes are still a little messed up...
the lowest a facepoint index can go is 1 0 was invalad... (has to be 1)oh....lol so do you know what to do as far as un-mutating him? Or is that what you are trying to figure out?
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Post by DarkPikachu on Feb 6, 2011 13:00:35 GMT -5
lol it's supposed to be Pachirisu (without transformations) but yea... the indexes are still a little messed up...
the lowest a facepoint index can go is 1 0 was invalad... (has to be 1)oh....lol so do you know what to do as far as un-mutating him? Or is that what you are trying to figure out?
right now I just have to get the face indexes working as they should... I'll apply the tranformations when I get to the rig
up next is the weights
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Post by xxmasal22xx on Feb 6, 2011 13:02:25 GMT -5
oh....lol so do you know what to do as far as un-mutating him? Or is that what you are trying to figure out?
right now I just have to get the face indexes working as they should... I'll apply the tranformations when I get to the rig
up next is the weights Sweet. What exactly are weights?
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Post by DarkPikachu on Feb 6, 2011 13:05:27 GMT -5
right now I just have to get the face indexes working as they should... I'll apply the tranformations when I get to the rig
up next is the weights Sweet. What exactly are weights?
weights are called VGroups in blender... they deal with locking the verts to the bones, but only by a certain influence... (a single vert can have 2 vgroups)
and there doesn't have to be a VGroup for every bone
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Post by xxmasal22xx on Feb 6, 2011 13:30:55 GMT -5
Sweet. What exactly are weights?
weights are called VGroups in blender... they deal with locking the verts to the bones, but only by a certain influence... (a single vert can have 2 vgroups)
and there doesn't have to be a VGroup for every bone Oh....that's pretty kewl!
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Post by DarkPikachu on Mar 4, 2011 10:13:07 GMT -5
well... I've gotten some progress and so far, this method hasn't let me down on the FP length...
this is everything that makes up a FP: (Pika's first object (CP list)):
[1, 0, 1, 0, 0, 0, 0, 0, 0, 3, 3, 2, 0] Vertex/Normal matrix index (0) Texture Matrix 0 (1) Texture Matrix 1 (2) Texture Matrix 2 (3) Texture Matrix 3 (4) Texture Matrix 4 (5) Texture Matrix 5 (6) Texture Matrix 6 (7) Texture Matrix 7 (8) Vertex format (9) Normal format (10) Color0 format (11) Color1 format (12)
[3, 0, 0, 0, 0, 0, 0, 0] UV formatting
types: 0 = read(0) or pass #N/A 1 = read(1) #direct?? 2 = read(1) #8bit index 3 = read(2) #16bit index
I'm also using the XF list to tell if an object is 'True': [1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0] [1, 0, 0, 0, 0, 0, 0, 0]
but unfortunatly the method isn't indexing properly <:/ here's a few test images:
Pachi:
Pika:
yea... not sure as to what's causing it... I'll look at will's to figure it out >_>
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Post by xxmasal22xx on Mar 4, 2011 16:44:35 GMT -5
well... I've gotten some progress and so far, this method hasn't let me down on the FP length...
this is everything that makes up a FP: (Pika's first object (CP list)):
[1, 0, 1, 0, 0, 0, 0, 0, 0, 3, 3, 2, 0] Vertex/Normal matrix index (0) Texture Matrix 0 (1) Texture Matrix 1 (2) Texture Matrix 2 (3) Texture Matrix 3 (4) Texture Matrix 4 (5) Texture Matrix 5 (6) Texture Matrix 6 (7) Texture Matrix 7 (8) Vertex format (9) Normal format (10) Color0 format (11) Color1 format (12)
[3, 0, 0, 0, 0, 0, 0, 0] UV formatting
types: 0 = read(0) or pass #N/A 1 = read(1) #direct?? 2 = read(1) #8bit index 3 = read(2) #16bit index
I'm also using the XF list to tell if an object is 'True': [1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0] [1, 0, 0, 0, 0, 0, 0, 0]
but unfortunatly the method isn't indexing properly <:/ here's a few test images:
yea... not sure as to what's causing it... I'll look at will's to figure it out >_> *nerdgasms all over the floor* But hey, progress is progress! ;D
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Post by DarkPikachu on Mar 5, 2011 11:37:30 GMT -5
I'm re-modding my program a little...
I'm adding a safety check window this will cancel the use of the original safety checks, and will easily allow me to build different plugins for the same filetype.
the window will appear after selecting the import and export files (appearing twice), and will contain buttons to select the conversion for the type of game or format version. (eg: collada 140 or collada 141)
I got the idea since melee's format doesn't have an easy safety check that can be performed, and brawl's safety check can be easily mistaken on a different type of MDL0 file.
so the SCW is an absolute method that will be implemented but it will require that I redo alot of the main program, as well as the info and initiators in every plugin.
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Post by DarkPikachu on Mar 6, 2011 16:38:40 GMT -5
well... I've gotten the idea almost fully working...
the multi-reference conversion is the prob... the buttons display in order as they should... but right now I can't seem to get the command workng correctly
the command for the button activates as it's created... this is causing major problems such as crashing
single reference conversion works perfectly though... so I can still get away with conversion on that end >_>
but I need to get the multi-reference conversion working <_<
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Post by xxmasal22xx on Mar 6, 2011 20:48:49 GMT -5
well... I've gotten the idea almost fully working...
the multi-reference conversion is the prob... the buttons display in order as they should... but right now I can't seem to get the command workng correctly
the command for the button activates as it's created... this is causing major problems such as crashing
single reference conversion works perfectly though... so I can still get away with conversion on that end >_>
but I need to get the multi-reference conversion working <_< What do you mean when you say single reference works?
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Post by DarkPikachu on Mar 6, 2011 21:45:20 GMT -5
there's 3 reference types:
0-reference: (works perfectly) no plugins for the associated file type ^(this is not possible since you can only select from the supported filetypes) or the open/save dialog was cancelled
single reference: (works perfectly) only has 1 plugin for the associated file type
multi-reference: has 2 or more plugins associated with the file type
my prob with multi-reference: selection buttons have a command problem, they don't set the var correctly...
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Post by xxmasal22xx on Mar 10, 2011 14:53:04 GMT -5
there's 3 reference types:
0-reference: (works perfectly) no plugins for the associated file type ^(this is not possible since you can only select from the supported filetypes) or the open/save dialog was cancelled
single reference: (works perfectly) only has 1 plugin for the associated file type
multi-reference: has 2 or more plugins associated with the file type
my prob with multi-reference: selection buttons have a command problem, they don't set the var correctly... well, good luck, its coming along rather nicley! ;D
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Post by DarkPikachu on Mar 11, 2011 12:55:04 GMT -5
yeh... I'm putting the project on hold for a while... (0% feedback) IDK how to make the buttons work :/
so I've gotten into playing Minecraft for a little (I'm building a redstone computer in the game) ^note: do not reply here about MC... (PM me)
I do hit the plugins from time to time though >_>
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Post by xxmasal22xx on Mar 12, 2011 16:34:53 GMT -5
yeh... I'm putting the project on hold for a while... (0% feedback) IDK how to make the buttons work :/
so I've gotten into playing Minecraft for a little (I'm building a redstone computer in the game) ^note: do not reply here about MC... (PM me)
I do hit the plugins from time to time though >_> PM'd u. How hard is it to figure the multi reference out? shouldn't be tht hard right?
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Post by DarkPikachu on Mar 12, 2011 19:22:11 GMT -5
well when you suck at GUI progging and Tkinter entirely, it's an entirely different story...
I'm getting 0% feedback on how to fix it... if I knew how to do it myself, I would :notimp: but I'm stuck with having to ask... *failure* -.-
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