Hi KE

Originally Posted by
KnightErrant
Just a quick update. Got fullanimmerge to work with
the dwarf.ms3d. (Kept bombing because no group comments so
coded around that.) Its very easy to see what's going on with
the basic animations in Milkshape like ...walk.cas and ...run.cas.
The anims still looked funny because the dwarves were still floating
a quarter foot or so above the y=0 plane. Can even detect a little
overstriding too so I think by scaling and using Milkshape for checking,
this might be automated better than I had thought.
Good to see that you've got it working. With the floating, did you scale the 'y' value for the pelvis translation values? You'd think that would solve the floating issue. I've been in touch with Mete and I got confirmation that the 'time' he mentions in the specs is actually 'timing' ie which frame rather than time elapsed. I've made the following changes to the 'Joints Section' :-
Code:
for jj in range( nframes ) :
frameoffset = 3 * jj
newframe = jj + 1
idx = boneoffset + frameoffset
xang = eulers[idx+0]
yang = eulers[idx+1]
zang = eulers[idx+2]
putfloat( newframe, fidms3d )
putfloat( xang, fidms3d )
putfloat( yang, fidms3d )
putfloat( zang, fidms3d )
time = time + 0.5
time = 0.0
for jj in range( nframes ) :
frameoffset = 3 * jj
newframe = jj + 1
idx = boneoffset + frameoffset
putfloat( newframe, fidms3d )
putfloat(-posefloats[idx+0], fidms3d )
putfloat( posefloats[idx+1], fidms3d )
putfloat( posefloats[idx+2], fidms3d )
time = time + 0.5
This puts the correct timing in and lets the animations run in Milkshape. Forgive me for playing with your code, but I couldn't help myself

Originally Posted by
KnightErrant
@Bwian
Just want to clean up the code a little and test some more, then write
up the procedure to get dwarves in-game and iterate on the scaling
values. I'm MIA tomorrow night (wife's birthday) so maybe Thursday I
can zip everything up and send it on.
Wish your wife a happy birthday, don't expect to hear from you - nobody said this was a suicide mission here
Cheers
GrumpyOldMan
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