Maya/Max imports are atrocious. The skeletons, will import, but the controls, do not. This poses a serious problem, in that while I can make a skeleton in Maya, without control curves, it's useless 'cos we're stuck using FK animation and the rigs are broken. In addition, there's no global scaling that I've seen in Max, that allows you to scale a skeleton, for use with different models. This means a skeleton will have to be created for each model. So, essentially, I'm have to learn how to rig in Max, which is a major PITA, as it's re-inventing the wheel for me.
One thing of note that I did find, however is that Max now has something called "biped", which is a generic skeleton rig you can use for humanoid models. I've played with it a bit and what I've concluded is it's primarily for posing, but could be used for FK animation. I'll have to play with it more, before I can make an adequate assumption of its use, but I'd rather have an FK/IK rig, as it speeds up animation workflow.
So yeah. We're going to be stuck rebuilding rigs for each model, which I find annoying, unless I can find a way to properly import the camera they're using in Maya and force people to use that, which is pointless as most of the modelers on this board will be using Max, not Maya or build a rig in Max that's scalable, not to mention dynamic.
We have tried to do or realized some conversions from 2d or 3d model, using differents community modders works (ripped animations, or total conversions, from most of the famous Isometric RPG games or from Fantasy/Sci-Fi 3D Games), including ports of 3D animations to the Infinity Engine in BAM formats :
Eg : The Tarasque Conversion, in WIP, under 3ds max 2009 :
I'm noob with 3D stuff, cause I 've use essentially of my modding time to rip sprites or to trying various modding tools to evaluated some conversions possibility, and also to read/compile some documentations about.
But,
Concerning animation conversions in 3DsMax, biped apart (Character Studio), you are also CAT (aka Character Animation ToolKit), it's seems simpler and more effective .
P.S : Personally I am ready to contribute in the measurement of my times and skills (limited) to the project .
Cheers . D
N.B: Actually, I'm rather mobilized on special effects and especially the particle effects, I plan to create new spells and effects for BG Vanilla, from scratch .
Question : About VFX (especially spells) I would like to know the Names of the Effects Artists and precisely the Description of Production Effects Process used in BG & Co. ? Any Infos about are very welcome (Which 3D Softs/ Tools, Plugs, etc.) - T.Y.
Sorry, I've been so quiet lately. I've taken a look at CAT. It seems to be something that we can use to create new animations. I like the fact it has several pre-built rigs for use, which will make things a lot simpler. I got a few tutorials on CAT, to bring me up to speed on it. It's a bit different than what I'm used to (for example, using "gizmos" instead of curve controls), but seems to be efficient enough to get something going. One thing I like about it, is the ability to quickly create a new rig and save it as a default. Unfortunately, I'm not sure if there's an export feature for it, so we can move ahead with multiple animators. Also, I'm still working out how the cameras work with Max. I'll never understand the logic of having TWO software packages, released by the same company, that do the EXACT, same thing, only differently.
Thanks for the link. My French, however, is horrible now. :P I'm translating them, to read, but time for me is severely limited right now. Once I get more time, I should be able to get more work done.
Comments
Maya/Max imports are atrocious. The skeletons, will import, but the controls, do not. This poses a serious problem, in that while I can make a skeleton in Maya, without control curves, it's useless 'cos we're stuck using FK animation and the rigs are broken. In addition, there's no global scaling that I've seen in Max, that allows you to scale a skeleton, for use with different models. This means a skeleton will have to be created for each model. So, essentially, I'm have to learn how to rig in Max, which is a major PITA, as it's re-inventing the wheel for me.
One thing of note that I did find, however is that Max now has something called "biped", which is a generic skeleton rig you can use for humanoid models. I've played with it a bit and what I've concluded is it's primarily for posing, but could be used for FK animation. I'll have to play with it more, before I can make an adequate assumption of its use, but I'd rather have an FK/IK rig, as it speeds up animation workflow.
So yeah. We're going to be stuck rebuilding rigs for each model, which I find annoying, unless I can find a way to properly import the camera they're using in Maya and force people to use that, which is pointless as most of the modelers on this board will be using Max, not Maya or build a rig in Max that's scalable, not to mention dynamic.
Creature BAM files
@Methuselas,
Hello, Everyone,
This Project is really interesting,
We have tried to do or realized some conversions from 2d or 3d model, using differents community modders works (ripped animations, or total conversions, from most of the famous Isometric RPG games or from Fantasy/Sci-Fi 3D Games), including ports of 3D animations to the Infinity Engine in BAM formats :
Eg : The Tarasque Conversion, in WIP, under 3ds max 2009 :
3D Environment :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24578-conversion-3d-2d-ie-outils-et-techniques-2.html#post299929
RP BackGround :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24578-conversion-3d-2d-ie-outils-et-techniques-2.html#post299882
I'm noob with 3D stuff, cause I 've use essentially of my modding time to rip sprites or to trying various modding tools to evaluated some conversions possibility, and also to read/compile some documentations about.
But,
Concerning animation conversions in 3DsMax, biped apart (Character Studio), you are also CAT (aka Character Animation ToolKit), it's seems simpler and more effective .
Here are some links that might help you,
Ressources :
Creatures/Monsters BAM Structures [BG1 vs BG2 vs IWD vs PST] :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/25038-help-structure-exacte-des-fichiers-bam-danimation-des-creatures-et-des-monstres.html
Tutorials (translation in progress, BMP/BAM Implémentation, BAM Splitting, BAM Editing, BAM Palettes) :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24576-conversion-des-animations-de-diablo-2-a-9.html#post293079
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24576-conversion-des-animations-de-diablo-2-a-post292784.html#post292784
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24221-aide-creation-dun-nouveau-mod-5.html#post276929
http://havredest.eklablog.fr/modification-conversion-des-couleurs-d-une-animation-a23710750
Various technical and/or historical Docs :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24578-conversion-3d-2d-ie-outils-et-techniques-2.html#post297929
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24516-base-et-ressources-documentaires.html#post294330
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/
Few 3D Conversions/Creations/Enhancement Idéas :
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24221-aide-creation-dun-nouveau-mod-9.html#post279178
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24221-aide-creation-dun-nouveau-mod-9.html#post279221
http://www.baldursgateworld.fr/lacouronne/menace-sur-le-royaume-de-diamant-eternel/24221-aide-creation-dun-nouveau-mod-11.html#post289990
Modding Tool in WIP (Perhaps may help us in a Conversion Process ?)
http://forum.baldursgate.com/discussion/6100/creating-a-modding-tool#latest
P.S :
Personally I am ready to contribute in the measurement of my times and skills (limited) to the project .
Cheers . D
N.B:
Actually, I'm rather mobilized on special effects and especially the particle effects, I plan to create new spells and effects for BG Vanilla, from scratch .
Question :
About VFX (especially spells) I would like to know the Names of the Effects Artists and precisely the Description of Production Effects Process used in BG & Co. ? Any Infos about are very welcome (Which 3D Softs/ Tools, Plugs, etc.) - T.Y.
If I'm quiet, it's 'cos I'm studying.
@salomonkane
Thanks for the link. My French, however, is horrible now. :P I'm translating them, to read, but time for me is severely limited right now. Once I get more time, I should be able to get more work done.
Hope everyone's well.
-M