Hi KE et al
It sounds like you're doing really well, don't worry about the completion date - when I used to look at IT specs and estimates, I always multiplied the estimated time by 1.5 and the estimated money by 2.5![]()
, it was so accurate it was scary
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Just to add some more angst to your deliberations, I've been looking at the rider figures and they have some variations that don't play ball with your current animmerge either. They seem to have been exported using two different variations on the export screen that Caliban posted a picture of. Some have been saved with full rotation and translation values but others have been saved without any translation frames apart from the pelvis (which is all zeroes anyway). Amongst both these variations some have frames for clavicles and some don't. Also some have two extra bytes in the footer because they have 'CustomAttribNode 1' rather than 'CustomAttribNode'. I shudder to think what we'll find when we look carefully at the camels, I saw one that had 4 'CustomAttribNode' entries.
On an up note, Milkshape will take anims that have different numbers of frames across bones, so if you export an anim with 61 frames for everything except the clavicles which have one 0 frame each, this is still a valid anim. The only point to watch is that you have the same number of keyframes for rotation and translation for each individual bone - ie if you have 61 frames of rotations then you need 61 frames of translations (even if they are all 0 entries).
I've been looking at what has to be done to update the mesh converter so it will work in with new skeletons. I'll have to go to a template system. The converter, currently, is using a vanilla mtw2 human template. I'll have to write a process so that the converter can extract a template from a ms3d file and write the bits and ms3d parts that are required. This way people will have to select which template to use when converting a mesh to ms3d or vice versa. So if you wanted to extract the Hospitaller knight with Bwians Dwarf skeleton and rework the mesh to fit the skeleton it could be done. We'll have to look at adding bones and where they should go ie before or after the weapon/shield bones in the mesh. I did an experiment and extracted these bones from meshes but it crashes the engine. I suspect that any new bones will have to go after these bones because of bone index numbers (I hope not) but this will make writing interactions between mesh and anim processes a bit more difficult.
Cheers
GrumpyOldMan
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