Author Topic: Convert joints to bones(done)  (Read 10899 times)

utunnels

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Re: Convert joints to bones(done)
« Reply #30 on: July 27, 2016, 09:11:28 pm »
@alfadorredux

Do you know if there's already a working atim to tim tool? I recall I had something that exports atim data into a fake psx vram block and views it using a psx vram viewer, but I can't remember how did whoever-ripped-the-battle-models convert the textures.

prizvel

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Re: Convert joints to bones(done)
« Reply #31 on: July 28, 2016, 01:15:21 am »
@alfadorredux

Do you know if there's already a working atim to tim tool? I recall I had something that exports atim data into a fake psx vram block and views it using a psx vram viewer, but I can't remember how did whoever-ripped-the-battle-models convert the textures.

I usually manually extracted image data and clut data and insert them in ordinary tim . If clut 400 bytes, I save two tim file with different parts of clut 200 bytes each, and combine them in a regular editor.

utunnels

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Re: Convert joints to bones(done)
« Reply #32 on: July 28, 2016, 05:16:38 am »
Well I think I can do the copy and paste job for now, until I get bored and write a tool.

prizvel

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Re: Convert joints to bones(done)
« Reply #33 on: July 28, 2016, 07:19:59 am »
@alfadorredux

Do you know if there's already a working atim to tim tool? I recall I had something that exports atim data into a fake psx vram block and views it using a psx vram viewer, but I can't remember how did whoever-ripped-the-battle-models convert the textures.

perhaps I can remind you  :) your script?

utunnels

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Re: Convert joints to bones(done)
« Reply #34 on: July 28, 2016, 09:03:48 am »
It does not create bmp files.

prizvel

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Re: Convert joints to bones(done)
« Reply #35 on: July 28, 2016, 09:20:35 am »
This tools is designed for remap the textures, but slightly changing the code can be used as atim2bmp

utunnels

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Re: Convert joints to bones(done)
« Reply #36 on: July 28, 2016, 09:51:28 am »
LOL
You are right. Now I recall this. I thought it was a standalone tool so I missed the files.

prizvel

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Re: Convert joints to bones(done)
« Reply #37 on: July 28, 2016, 10:00:57 am »
LOL
You are right. Now I recall this. I thought it was a standalone tool so I missed the files.


:D

In truth I did not understand how he works  :oops:

utunnels

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Re: Convert joints to bones(done)
« Reply #38 on: August 10, 2016, 07:32:30 am »
Well I think the first version, despite the shoulders are all junks, is not completely useless, because we can use it to pose the character and output the transform values to make new animations for CC.
The final version, while it's mathematically correct, is not so easy to convert back into CC standard.

utunnels

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Re: Convert joints to bones(done)
« Reply #39 on: September 02, 2016, 11:50:40 pm »


Kung Fu Serge


I did this by copying Orha's joint rotation values to Serge's corresponding joints.
Again the shoulders are a bit deformed but you usually won't notice it unless you pause the animation.

However, copying Serge's walking animation from his field model is much easier because the skeletons are almost identical.

EgyLynx

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Re: Convert joints to bones(done)
« Reply #40 on: September 03, 2016, 01:02:06 pm »
+ :?
Are someone maked Serge to M.U.G.E.N?
These are at it... or can be...
Maybe someone else than me...

Anyway, in my my opinion these are do at for up weak /med punc /kick... ?

utunnels

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Re: Convert joints to bones(done)
« Reply #41 on: September 03, 2016, 08:17:42 pm »
Each pc character has 2 attack patterns, and each pattern has its own weak-medium-heavy attacks.
« Last Edit: September 03, 2016, 10:23:51 pm by utunnels »

utunnels

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Re: Convert joints to bones(done)
« Reply #42 on: September 19, 2016, 09:42:59 am »
I'm trying to export cc animations from blender.
The only problem is that CC uses full -360 to 360 degree range for rotations, while blender uses quaternion/matrix which doesn't have enough information to reverse the process. For example, it can't tell the different between -90 degree and 270 degree. While it makes no different when making gif animations, the game uses some sort of key frame system, so rotation from 180 to 270 and rotation from 180 to -90 are completely different.
OK, I seemed to have find a solution. Blender provides a method to convert matrix to compatible euler.
« Last Edit: September 19, 2016, 10:21:22 am by utunnels »

utunnels

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Re: Convert joints to bones(done)
« Reply #43 on: September 19, 2016, 12:12:22 pm »
Did some test on Serge's idle animation, using Greco's animation as the template.


IHBP

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Re: Convert joints to bones(done)
« Reply #44 on: September 19, 2016, 03:03:22 pm »
Looks pretty good,will this be useful in giving characters new weapons or moves or is it just for poses?