PoGo-Devs / PoGo-3D-Assets

3D-Pokemon Models for PoGo-UWP
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File Formats #12

Open Avid29 opened 8 years ago

Avid29 commented 8 years ago

Can we agree to use it in what ever formats we want but we must upload it in .dae and fbx

MadoxLabs commented 8 years ago

Ultimately, the data needs to be in FBX format, either ascii version 7.3, or binary version 7.4 (2013 versions). The parser I wrote only deals with this format.

Avid29 commented 8 years ago

@MadoxLabs I know of that requirement for fbx but dae is easier to works best to exchange between most editors so that's why we should make both

wannefab commented 8 years ago

I don't have time today to work on it but i allready started to also export .fbx for all .c4d files, i'll finish everything tomorrow...

Avid29 commented 8 years ago

Thanks

MadoxLabs commented 8 years ago

@Firestarthirty Cool. Sounds good to me

wannefab commented 8 years ago

dae doesn't work well with C4D... gives no working skeleton... FBX is perfect sofar ^^

btw: i exported everything i did sofar as fbx, will do the rest tomorrow

Avid29 commented 8 years ago

@Lithagon FBX 2013 formats? I have a converter I'm just curious

wannefab commented 8 years ago

It's FBX 7.4 (2014)

MadoxLabs commented 8 years ago

I got the ASCII fbx code integrated into PoGo now and I'll start on the binary fbx code next. The files in the repo here are binary so I can start giving feedback on those after the coding. I'll also see if I can handle 2014 formats as well at that time.

I tested the ascii fbx code on the original bulbasaur model. The problems are:

wannefab commented 8 years ago

how does the animation work on your side? i can export the fbx with animations baked to each frame...

MadoxLabs commented 8 years ago

Ya I have the split one, havn't tried to load it yet.

I don't have my old animation code with me to look, but ya, the empty models must be the skeleton. As I recall, an animation is a sequence of timestamped matrices tied to one of these empty models. The mesh's world matrix is the combination of all the parent models' world meshes. I'll get more details when I look at my code. Its been ages.

Right now I'm just loading the fbx, not rendering it :p

MadoxLabs commented 8 years ago

Oh the double texture thing is a LayeredTexture, which takes a Texture and adds the alpha factor to it, so I'll add support for that.

wannefab commented 8 years ago

ahh ok! Nice!

Alpha Support would be good, but the bulbasaur souldn't have any alpha (and we should be able to manage without i guess, but it could be nice for the flames for example)... Ahh if you use the sourcefile of bulbasaur it has a transparency channel on one of the textures (the iris)

MadoxLabs commented 8 years ago

Update - the binary parser is ported to C# and it hit some corrupt data block after "FileID". Obviously its not actually corrupt, but its some data block that doesnt conform to the expected 7.4 binary format. I have to do some research to see whats going on.

edit: looks like parts of the file are z compressed and the builtin c# DeflateStream doesnt deal with it

edit2: ok I can parse the binary file. Just have to use it now!

wannefab commented 8 years ago

ohhh cool! =D