Re: FableExplorer - ShadowNet Builds [message #70245] |
Thu, 03 April 2014 23:16 |
xxNick
Messages: 54 Registered: March 2014 Location: San Antonio, TX
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(I cannot post in locked threads, so I made this one.)
Keshire | A lot of people don't know about this, but you can extract animations using this version of FE. I might have mentioned it before.
Open your model in FE, and then drag an animation entry onto the model. When you export the mesh, the animation will be exported with it.
Import is not supported.
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Having limited success with this. The animation exports just fine, but import into 3DS is tossing crashes. I have been investigating some wizardry to help get the animation into a scene, and it seems I get slightly further in the import process when I remove the mesh from the file prior to import to 3DS, but still get a crash. I'll look into it more to see what I can come up with.
Any advice would be appreciated.
asmcint | I knew you could view them, didn't know about exporting. Would it be possible to add some level of import support?(rhyme unintentional)
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Short version, probably not. You need the formats (check), the source to FE (check, I think), and a coder (don't look at me) to write up import/export for it.
That's all assuming we find practical and functional ways of editing the data. Taking it out and putting it back in unchanged doesn't serve much purpose.
How to make a good Fable game.
And how to make it even better.
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Re: FableExplorer - ShadowNet Builds [message #70248 is a reply to message #70245] |
Fri, 04 April 2014 06:15 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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xxNick wrote on Fri, 04 April 2014 01:16 | (I cannot post in locked threads, so I made this one.)
Keshire | A lot of people don't know about this, but you can extract animations using this version of FE. I might have mentioned it before.
Open your model in FE, and then drag an animation entry onto the model. When you export the mesh, the animation will be exported with it.
Import is not supported.
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Having limited success with this. The animation exports just fine, but import into 3DS is tossing crashes. I have been investigating some wizardry to help get the animation into a scene, and it seems I get slightly further in the import process when I remove the mesh from the file prior to import to 3DS, but still get a crash. I'll look into it more to see what I can come up with.
Any advice would be appreciated.
asmcint | I knew you could view them, didn't know about exporting. Would it be possible to add some level of import support?(rhyme unintentional)
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Short version, probably not. You need the formats (check), the source to FE (check, I think), and a coder (don't look at me) to write up import/export for it.
That's all assuming we find practical and functional ways of editing the data. Taking it out and putting it back in unchanged doesn't serve much purpose.
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There's a few Fable anims I posted up on my youtube channel from when I was playing with anims in 3ds max back in the day. There might be an issue with newer directx importers though.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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