Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: angrypig on August 02, 2013, 01:27:04 pm
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While I was working on animation system I gradually realized that COLLADA simply isn't viable for the task. There are lots of issues in plugins for max/maya/blender which make it almost impossible to get a proper DAE file (with skinning and animation etc.) from these tools. So FBX importer was born. I made a new user interface because the old one was a little bit limiting for the FBX and not very intuitive, what i missed the most was a good hierarchy viewer and stats about meshes, animations, an easy way to rename stuff etc.
Here is new importer UI (it is not final, missing a few options and needs little polishing)
(https://i.minus.com/jc0BxVNOz8MI6.jpg) (http://i5.minus.com/ic0BxVNOz8MI6.jpg)
And here is video with bug in animation pipeline :)
Outerra: The Thing (http://www.youtube.com/watch?v=TVIc6LfsaWE#ws)
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That importer looks so much better. The video won't play for me so it may be something with my end.
Other than that it Looks great!
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Is that a soldier?! :o
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... you just tried to import a dragon, didnt you? ... do not try to do that. They will get angry and get everything on fire in OT. I want them be friends white us. ;D
Cant wait for anims AngryPig ! You make me think about making an armed soldier for my urals. :)
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"Outerra: The Thing"
Haha nice video title!
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is this in the latest version? Is there a character animation system I am unaware of finally!!!! I only use fbx anyways
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No it not released yet but it should be out this week.
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No it not released yet but it should be out this week.
.. oh my ... and so many work to do ... !!! i thought it comes in a half year time - youre a speedy one indeed. :D
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That's fantastic! Can't wait for the FBX Importer. Great news angrypig! :)
Marko
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Great news :)
Does it make it possible to ignore the polylimit of 64000 that frustrates me endlessly in Cryengine :'( ?
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Yah, there is a way to do this. Its done with parenting. That means you parent all you separate parts to an empty or a similar object. But they have to be in separate meshes. After that, you just export the empty and its children.
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I would prefer just plain importing it all, like in Lumion.
Since got many static objects that not need animation, the parts that are animated can be seperate anyway.
But it´s the enless checking needed to find offending objects over 64 000 vertices that is a bit of a bore :'(
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To this point of time you have to split your mesh. Thats all i can say and i recommand that. Separating mesh parts is a pro, not a con and it has nothing to do with animation stuff.
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64K limit is there because of the index buffer that would have to be 32bit once you have more than 64k vertices per mesh. That's a waste of memory and bandwidth, so generally no engine allows that.
Another thing is that the mesh splitting could be done in the importer automatically to save the trouble of having to do it in a modeller. I guess it will be done when there are no bigger issues to address.
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Yes :)
That would be perfect, if this can happen I declare you Godly 8)
I see enless stuff Outerra can be used for, not only games, so makeing it simple to generate content is important.
Just look at Sketchup, loads of expensive apps like Revit/Archicad is implementing pushpull variations, and easing the plugin development.
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so i see it has a option in the pic to set the object properties for the fbx as a character. Would it then recognize the animation on the right under animation LOD? How do you setup directional animations such as Jump,Left/right turn,random animations to trigger via a button on the keyboard? For example is there a slot for each direction and the ability to make custom slots?
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This is very cool thank you angrypig ;D
Can you try to make it work for max9 and up please?
Deutschmark
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so i see it has a option in the pic to set the object properties for the fbx as a character. Would it then recognize the animation on the right under animation LOD?
Animations are bound to the skeleton and there can be only one skeleton for character, so it will work for all LODs without any additional work.
How do you setup directional animations such as Jump,Left/right turn,random animations to trigger via a button on the keyboard? For example is there a slot for each direction and the ability to make custom slots?
Every animation has its own file and can be imported alone if you check the 'import animation only'. There will be character controller accessible in script, where you will be able to set animations for idle/run/jump/... + blending params etc.
Can you try to make it work for max9 and up please?
It should be able to import FBX from all Max versions.
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Can you try to make it work for max9 and up please?
It should be able to import FBX from all Max versions.
GREAT!!! ;D
Well I will be your max9 tester ;)
Deutschmark
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While I was working on animation system I gradually realized that COLLADA simply isn't viable for the task. There are lots of issues in plugins for max/maya/blender which make it almost impossible to get a proper DAE file (with skinning and animation etc.) from these tools. So FBX importer was born. I made a new user interface because the old one was a little bit limiting for the FBX and not very intuitive, what i missed the most was a good hierarchy viewer and stats about meshes, animations, an easy way to rename stuff etc.
Here is new importer UI (it is not final, missing a few options and needs little polishing)
(https://i.minus.com/jc0BxVNOz8MI6.jpg) (http://i5.minus.com/ic0BxVNOz8MI6.jpg)
Awesome angrypig! Is this something I can get my hands on soon? I am itching to start buying some vegetation models to import into Outerra.
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Yes, it should be soon but i don't know when exactly i thought it will be last week but i still finding issues and didn't have a time to polish the user interface.
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Hello, is your FBX importer (even in alpha) already " reachable "somewhere in the last version ?
Cheers
Denis
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Nope, its not released yet. Probably in the next version.
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Ok Thks