Open Fallenleader opened 8 years ago
Have you tried using Noesis to convert the models to FBX? That method is still reasonably safe.
DAE importing into max still doesnt work for me for some reason, not sure what the reason is honestly since 3ds max 2014 crashes, while max 2010 gives me an error of a TexEntry for a UV not being aligned then crashes, I haven't had much time to test the latest build yet, but everything seems fine so far, except for the occasional crash with Ohana here and there when trying to load model after model, but will load the model after relaunching Ohana.
I made some fixes on the DAE exporter. It now passes the schema validation, at least on Blender. I test the files mainly on Cinema4D, Blender and Noesis, since I don't have 3DSMax or Maya installed.
@gdkchan Well, the only reason I opened this issue is because while knowing DAE was broken for a while now, the last build breaks OBJ as well. Will check the newest fix to see if DAE is resolved, since it has better support in max and maya for animators. Hopefully my thorough testing and posting of issues is beneficial rather than annoying :P
@Demonslayerx8 I have seen noesis before, but have no clue how to utilize it here, or if it will even be of benefit in comparison to @gdkchan 's exporting function. His simply has "just worked" until recently. As mentioned earlier, I thought it could simply be due to the fact that with us opening more formats with the container update, that certain model formats are just different enough to cause this issue, but testing with previous models such as the may/brendan/maxie/etc battle models, pokemon models, overworld NPC models, etc are exporting broken as well. I will try using noesis, but I'm not sure if this will make any difference.
I will also upload the roselia statue + this builds exports for comparison later this evening, and will include newest builds exports if things are still broken.
I exported the May in-battle model to *.obj, and tested in Cinema4D, Blender and Noesis, Works fine on all 3. Can you test this model on 3dsmax and report back if its working for you? If it does, please supply a model file that doesn't. I can't really see how it worked before and it's broken now, I didn't changed anything on the obj exporter.
Well, tested the DAE exporter.. my friend tried it on character models, and he said its fine except for the exception on the arms on cloud, corrin, and shulk from smash3ds http://puu.sh/n5DO2.png
as for stage models from smash3ds... no more crashes with 3ds max!! Altho idk what happened to the normals.. are normals being saved when exported as DAE?
edit: turns out normals are fine on stages, but characters r somewhat broken on their hands as seen in the pic
Glad it finally worked on 3dsmax. No idea about the normals through, will look into that latter. Hope that the last commits fix the problems Fallenleader had recently.
Will check right now. Just got a SWEET deal on an o3ds (only problem is it's friggin pink O.o) that can be downgraded, and almost got started with that. Let me check the newer models that were giving me the biggest headaches. and I will edit the results on this comment.
Edit (Update): OBJ still exporting broken for the new models. Too lazy (and eager to fuc.... I mean mod my 3ds) to test more. Good news is DAE works flawlessly in UNITY. Cannot verify in Max '09 or Maya '12 right this minute for the same reason as the other models. I uploaded source AND exported files for you to look at.
Link: https://www.dropbox.com/s/1kq5mk02l4w179c/Roselia%20Statue%20Files.zip?dl=0
Well, the *.obj on that zip file works on all the 3 softwares I can test on currently (c4d, blender and noesis). The problem seems to be specific to 3dsmax and maya, weird...
OBJ only exports as a single mesh, while DAE works just fine. SInce DAE is fixed, I can proceed, but OBJ is still having issues with single meshing those formats.
Still having no issue's with DAE, even with latest commit, which is pretty good i'd say. OBJ isn't really needed for me, but ill test it out.
SMD is working fine on my end, perhaps even better than before now that that weird bug with vertex normals following other bones/other vertexes is gone. No idea what that was about. I haven't run into problems with any of the OBJs I've tried, and they all load their mesh groups fine. DAE doesn't seem to export weights properly on my end when loading to 3ds Max, and the normals are broken by Collada just being Collada. It's not a very good format.
I'd like to point out a bug with DAE exporting.. for some reason, alpha channels in the color nodes arn't saved when being imported into 3ds max, but its fine via noesis.
Also, would it be possible to have a material viewer, pretty much something that'll show or say how the material is built that gives info on the material color, and texture scale/rotation/translation for said materials?
DAE works fine for objects that require no weights (like that Rosella statue I shared), and OBJ works fine on all older models from what I can tell. This latest build introduces the ability to open containers that have not been properly investigated, unlike the other formats, thus bugs are to be expected. More precise information would actually be beneficial here, as I pointed out in my specific issue, that statue came from a garc that wasn't that well researched, thus the reason I opened this issue. everything accessible before when exported still seems to work as expected without fail.
Please be more specific when posting your issues here. I propose this format: Game name Version (US/EU/JP etc) Archive in question (example: a/1/2/3) Link to sample model and sample exported model in all available exported formats List all modeling programs used to open said exported model. (e.g. 3DS Max 2009, Blender version 1.2.3, etc.)
Remember, @gdkchan only has Blender and Cinema 4D IIRC, while I have 3DS Max 2009, Maya 2012, and the latest blender, along with Unity 3D 5 series since I am working on a game. I have some of Pokemon covered because of my project, but cannot cover other games.
crazy protip: if a dae won't import, test that it's valid by opening in photoshop. Photoshop's importer is REALLY loose and .dae files that blender refuses to load will open.
@Fallenleader Can confirm working with 3DS Max: https://github.com/Quibilia/Ohana3DS-Transfigured/issues/2
any dae's i've exported from Rebirth imports fine on my end no matter WHAT model i export as a DAE, only thing that its missing is the alpha channels for the vertex colors, other than that, its pretty fine.
@Demonslayerx8 Just the alpha channels? Not the whole color?
to summarize @Quibilia "Isolated and fixed. Max was locking the width and height of the model's skeleton on import, so when the model had to be scaled to fit in the 3D scene, the skeleton wasn't scaling with it. Ensue: Big no-no.
Step 1: Import->Open Model Step 2: Include->Animation->Bone Creation->Uncheck "Lock width and height".
Preferably also select "Leave as Bones" rather than "Convert to dummy" from the nearby drop-down menu."
Can anyone else confirm that weights are fixed in DAE for either version? Can someone test only the models that were exportable before the container open patch (e.g. ORAS overworld and in battle models) for weight issues?
We need to isolate what works as before and what isn't working correctly. With the latest build fixing DAE, if all models have weighting issues, it's the latest build. if not, the container feature will be at fault.simply because of the models themselves not being as thoroughly RE'd
@Fallenleader On it now. Will post again as soon as I have information.
After quite a while of testing, everything seems to be fine with DAE. I don't know about OBJ or FBX, but I'm encountering no issues with COLLADA.
Note that this was tested using Transfigured, not Rebirth.
Rebirth doesn't output texture mapping correctly on Blender or Noesis, it seems. I've tried all the model export variations. It views fantastic in Ohana itself, however.
What program are you using to view the models, Quibilia?
Vertex shading and model bones work properly, though, so that's great.
@robotortoise Holy crap, I am really sorry for waiting so long to reply to this. I don't think it ever showed up in my notifications.
I'm using Max to view the models and test them with different import settings.
Not sure if it still matters...
Oh, that was awhile ago.
Turns out f.lux was causing issue. And Blender import is still borked, but 3DS Max import works....generally fine. Some textures don't map, but it's still pretty great.
Even if I can't figure out how to disable lighting for the life of me.
I REALLY didn't wanna post this as an issue, but after extensive testing, it's unavoidable. The latest build completely breaks model exporting.
At first, I figured it was because I was trying to export new content that we weren't able to before. The biggest issues I had were exporting as DAE, and I figured it was simply an issue with that.
After exporting many more models, some of which exported fine in the past, I can say with solid certainty that the latest build definitely breaks models on exporting. 3DS Max, Maya, and Unity all hiccup and cannot import OBJ or DAE, though I cannot test SMD or that other format.
The few models that will import into these tools without causing them to crash, are no longer exported as WYSIWYG from Ohana. One good example is this roselia statue: http://snag.gy/idePR.jpg which imports as a solid mesh rather than properly having the materials split like you see in this screenshot, resulting in the model only accepting one texture for the entire model. Granted this is fixable in an editor with proper know how, but the fact remains that it breaks down even further from here.
OW models that would rip properly are affected in a similar manner causing issues trying to animate them due to the skeleton getting messed up (that's if I can even import the model to edit).
There are simply too many models affected to even bother providing samples, as I am sure you will be able to replicate this issue quickly and easily. If you absolutely need a few samples, please let me know.