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| Topic Started: Feb 15 2014, 07:38 AM (241,650 Views) | |
| davidy12 | Dec 23 2014, 12:10 PM Post #781 |
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Okay DM, just curious, does your software that your making mean we can import Blue Fang Model files and export them as NIF files? Sorry, I'm just not much of a in depth technical designer. Don't get me wrong, even though I'd like to see more animals you're making, this is still pretty big. Keep up the good work and work on things like Megatherium at your leisure. Edited by davidy12, Dec 23 2014, 12:11 PM.
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| HENDRIX | Dec 23 2014, 12:16 PM Post #782 |
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Yeah that's already possible with the released version; now I'm working on the last big step, that is creating custom BFB files for animals, and then we don't need NIFs anymore. Objects are already possible, just nothing that's animated. |
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| davidy12 | Dec 23 2014, 12:25 PM Post #783 |
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Awesome!!! Can't wait to see what else this thing can do. Also, can't wait for your other designs. |
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| HENDRIX | Dec 24 2014, 08:58 AM Post #784 |
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Now it works almost as intended. Rigged models work fine, the weights are all good, collision is also there. Just one thing that keeps it from being effectively usable: I've talked about bone priorities before, and it seems like the game is picky here now. The only parts that animate ingame are the spine, tail, head and neck. The legs don't want to move, and I'm guessing those don't match the general bone priority I specified... Oh and also gotta add multi-UV layer export for blinking, and linking to the right material fx, and then it's ready for animal production ![]() Version 8: DOWNLOAD |
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| Bill | Dec 24 2014, 10:09 AM Post #785 |
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you are getting there, the day when nif-coding is obsolete is approaching. i can't wait! |
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| HENDRIX | Dec 25 2014, 10:02 AM Post #786 |
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Lol, it was just that I had forgotten to change the .L/.R back into Bip01 L / Bip01 R .... ![]() I've rewritten the vertex format algorithm, it works much more flexible now. Also added some more fx versions. Just gotta run a test... Model works fine, only the material turns it invisible if I add a second texture.
Edited by HENDRIX, Dec 25 2014, 10:50 AM.
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| HENDRIX | Dec 25 2014, 12:32 PM Post #787 |
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I've rearranged the material generator, and now it seems to work well. So I think now it is ready for actual animal production. I could make a short tutorial on how to use it in different situations, eg converting a NIF to BFB or when creating a model from scratch... DOWNLOAD |
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| HENDRIX | Dec 28 2014, 10:41 AM Post #788 |
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Just tested a NIF to BFB conversion, using the edited skeleton from the NIF and it worked fine ingame!
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| tigris115 | Dec 28 2014, 12:54 PM Post #789 |
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How long did it take you to master the art of designing?
Edited by tigris115, Dec 28 2014, 12:55 PM.
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| HENDRIX | Dec 29 2014, 10:27 AM Post #790 |
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BFB Toolset v1.0 Major revision, now works with nicely reordered bones, it stores the correction matrices properly and also works with the ones created by a NIF. DOWNLOAD |
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| HENDRIX | Dec 29 2014, 05:46 PM Post #791 |
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BFB Toolset v1.1 Cosmetics, I came up with a new bone realigning algorithm, better than the one used by nifscripts, so now assymetric parts of skeletons don't create assymetric parent bones anymore. Compare for example Stegosaurus imported with the old and the new version, the new ones is much cleaner and easier to use. DOWNLOAD |
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| asteria | Dec 30 2014, 02:18 AM Post #792 |
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Using v11 with Blender 2.49 - it won't import .bfbs. The console comes back with an invalid syntax error. Any fix?
Edited by asteria, Dec 30 2014, 02:22 AM.
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| HENDRIX | Dec 30 2014, 05:52 AM Post #793 |
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What BFBs did you try to import, and what error did you get? There are still a some unsupported formats that I have not yet encountered ![]() And here's version 1.2, where the armature object takes the function of the Root empty. That makes it easier to convert between NIF and BFB for animals. So it just needs a collision and then it can be exported fully functional (and a lodroup, if you want). Also the collision binding algorithm has been improved. DOWNLOAD Now that the importer and exporter work more or less the way they should, I've got some new ideas: - A collision generator, so you don't have to import a BFB everytime you need a collision, where you would specify the radius, start and end point of the capsule and the parent bone. - A utility that would allow to specify the desired rotation / translation for a bone like it looks in nifskope, and in the background it modifies the correction matrices to achieve that. Edited by HENDRIX, Dec 30 2014, 08:01 AM.
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| asteria | Dec 30 2014, 03:13 PM Post #794 |
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@HENDRIX The problem was occurring as soon as I clicked the Import BFB button (it wasn't taking me to the selection window), but a complete uninstall and reinstall of Blender 2.9b and Python 2.6 seems to have fixed it. Or maybe it was v12 of the .bfb toolset that finally did it, the world may never know. Oh man, I've been waiting for this program to be created FOREVER. Fantastic work, as usual!Now, however, upon export, I get this error in the console: Spoiler: click to toggle
Edited by asteria, Dec 30 2014, 03:53 PM.
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| PaJaS30 | Dec 30 2014, 03:57 PM Post #795 |
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Please can you make the tutorial you mentioned above. I am sure it would help a lot (at least to me )
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Oh man, I've been waiting for this program to be created FOREVER. Fantastic work, as usual!

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