Obsidian Games Posted April 8, 2006 Posted April 8, 2006 I've started working on implementing the newly added CP weight export option to my exporters (AMXtex and AMXdtsPlus), and wanted to share what I've done so far. It's not available publicly yet, but I still thought it was worth sharing. I started with AMXtex, and have had some great results. The image below shows a two-boned cylinder (exported to the .X format using AMXtex) in various stages. The first image is the model itself, the second shows a bend action without cp weight export, and the third image shows the bend action with cp weight export. I still need to work on fully validating the cp weight additions, and make sure they comply with DirectX rules (which I think only allow a maximum of 4 bones to control any one vertex). However, it's working great so far, including multiple patch-per-poly export. Once that's complete, I will be working on adding the option to AMXdtsPlus (Hash just released the updated OSX SDK, so I'll be able to implement it on both PC and Mac). One more thing, just as a heads up. Since this is a new SDK export feature, it will only be available for exporters on A:M V13. Quote
ZachBG Posted April 8, 2006 Posted April 8, 2006 This is super exciting. Thanks for the hard work, Chris. Quote
triath5147 Posted April 8, 2006 Posted April 8, 2006 WOW, you may not realise the importance of what your doing Chris. It isnt just outstanding. It's gonna save me a ton of work. It's Magniferoso!! Quote
Zaryin Posted April 8, 2006 Posted April 8, 2006 That is excellent. I didn't even think something like that was possible. Heck, I didn't even ever think of anything like that. Nice. Quote
RViewer Posted April 9, 2006 Posted April 9, 2006 One more thing, just as a heads up. Since this is a new SDK export feature, it will only be available for exporters on A:M V13. My reason for sending Mr. Hash $99.00 for an upgrade to the new version. And I am also very happy about the import/export attention that you and the people at Hash have devoted lately. Very happy times and thanks to you all. Quote
dborruso Posted April 9, 2006 Posted April 9, 2006 This is very exciting news! I really appreciate the work that you do! Quote
Obsidian Games Posted April 12, 2006 Author Posted April 12, 2006 Thanks everyone, I'm glad you're all as excited about this as I am. This is definitely a great addition to the export SDK, and again, I can't thank Hash enough for their work to add this feature. Anyway, I couldn't wait -- I had to test out CP weights with AMXdtsPlus. Here is the same two boned model, exported from A:M to the DTS format using AMXdtsPlus. It's the same layout as before -- the model, the bend action without CP weight export, and the bend action with cp weight export. I will continue to work on validating these, and will post more news as I have it. Quote
Paul Forwood Posted April 12, 2006 Posted April 12, 2006 Wow, this will really help to keep some of the organic, A:M look in those game characters! Great work Hash Inc and Chris Roy! Quote
Obsidian Games Posted April 16, 2006 Author Posted April 16, 2006 Well, Hash did it again. I can't believe they thought to add this feature, but the new V13 beta has the option to set the max number of weights per vertex on export (which AMXtex needs). This is going to save me a ton of work, thanks Hash! I do have a question to Hash in the beta announcement thread as to how I can get this to work, but as soon as I can get it working (and test the new feature), I should be able to release the new V13 AMXtex exporter. Quote
KenH Posted April 16, 2006 Posted April 16, 2006 It's a shame weighting causes the splines to decrease in scale. Surely there must be a way (with expressions?) to scale the spline up on a certain axis depending on how it's bending. Ideally this would be built into the weighting process as expressions aren't possible in games. Quote
zandoriastudios Posted April 16, 2006 Posted April 16, 2006 I don't think that it is possible Ken. THe alternative is to use multiple intermediate bones instead (which is where we were before weighting). In A:M, of course, we can just smartskin the joint shape at the bends to compensate for any joint shrinkage Quote
luckbat Posted April 16, 2006 Posted April 16, 2006 It's a shame weighting causes the splines to decrease in scale. Yeah, Zan's right. This shrinkage is simply the nature of CP-weight math. If you want a joint to maintain its volume as it bends, a fanbone is best. Quote
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