Quote from: raul on June 10, 2017, 12:43:06 PM1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.3) How do you play animations? i didnt see a "play" button. 4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.3) How do you play animations? i didnt see a "play" button. 4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!
Quote from: BehemothProgrammer on June 11, 2017, 02:33:34 AMQuote from: raul on June 10, 2017, 12:43:06 PM1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.3) How do you play animations? i didnt see a "play" button. 4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.What would a custom models appropriate format be like? For example, do I create a standard key frame based .obj animation made with blender? What do I need to follow... What pipeline or model.. Do I need to maintain in order to have a sucsessfully convertible animated model for use with fireseed.
I was working on it a bit earlier this week. Was changing the UI to make it easy to go through all the models in the game and see what's what as well as a few other things. I'll be updating it to 0.9 with those changes soon. After that I'll work on getting the animations in from other models for at least the collada .dae format.
Quote from: BehemothProgrammer on December 28, 2017, 07:40:13 PMI was working on it a bit earlier this week. Was changing the UI to make it easy to go through all the models in the game and see what's what as well as a few other things. I'll be updating it to 0.9 with those changes soon. After that I'll work on getting the animations in from other models for at least the collada .dae format.I CAN'T WAIT FOR THAT! Good work man thanks for this stuff. Lol just one more post and you can reach 100 post.I hate to bug you more than you probably are but it would be great if fireseed featured the model importer for turok 1. I have imported a model into turok 1 but let's face it its a hassle and kind of tedious process. I would love that ...well keep it up man its really appreciated.