#1 2014-05-26 18:43:01

Julius
Member

Playermodel source and format?

I read over here that the nice playermodel is licensed freely: http://www.reddit.com/r/opensourcegames … libre_fps/

Is that correct? If yes, which license?

Would be also nice if there was access to a source file (preferably .blend) so that one could make their own model using the same rig and animations.

Last but not least, I had a quick look at the Websvn linked on the website and was surprised seeing that the model is in .md5mesh format. Isn't tesseract pretty much the default implementation of .iqm?

Thanks for the clarifications.

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#2 2014-05-27 07:55:08

Calinou
Moderator

Re: Playermodel source and format?

The player model, made by Nieb, is in 3DSMax's format. I asked him for the source, he may publish it sooner or later (I hope he does).

I think it's under CC0 with CGTextures restriction (this means “no commercial use”, sadly) because CGTextures were used in the model. This also applies to the flag model and many other models and skyboxes.

For some reason (lack of an exporter for 3DSMax?), the model is not in IQM format.

Last edited by Calinou (2014-05-27 07:55:49)

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#3 2014-05-27 08:50:01

Julius
Member

Re: Playermodel source and format?

Ok thanks. Would be great if he could at least export it to .smd (I think is best) so that the rig and animations can be imported to blender and applied to other meshes (and then exported to .iqm).

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#4 2014-05-27 14:02:22

Nieb
Administrator

Re: Playermodel source and format?

I'll try upload the Bones source files this week. No part of Bones is from CGTextures, if it's not in a "cgtextures" dir it's not cgtextures.

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#5 2014-05-27 18:33:15

Julius
Member

Re: Playermodel source and format?

Awesome, thanks a lot!

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#6 2014-05-31 04:11:44

Nieb
Administrator

Re: Playermodel source and format?

http://tesseract.gg/download/Bones_2014-05-30.zip

Includes:
   MAX files with animations, made with 3dsMax-2013.
   OBJ files (no animations)

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#7 2014-05-31 17:10:03

Julius
Member

Re: Playermodel source and format?

Nice, is the license CC0 as mentioned by Calinou?

Anyone with a 3dsmax copy that could try to export the animations to a more blender friendly format?

Last edited by Julius (2014-05-31 17:10:17)

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#8 2014-05-31 20:50:35

Nieb
Administrator

Re: Playermodel source and format?

Yes, CC0 license.
I'll upload a package with more formats in it...

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#9 2015-06-11 03:31:02

Goober
Member

Re: Playermodel source and format?

Sorry to resurrect an old thread, I can't seem to find a way to PM users on this forum.

Nieb, do you have a link to the package with more formats?

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#10 2015-09-15 14:08:30

Julius
Member

Re: Playermodel source and format?

Maybe there is someone with 3DSmax who could do a quick conversion into .fbx?

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#11 2015-09-17 15:56:46

chasester
Member

Re: Playermodel source and format?

i have 3dS 9 i cant open it but

http://forum.unity3d.com/threads/conver … le.220326/

they have a program that does it ?? apparently, but normally converting animated files from program native files to native files causes garbage. but good luck.

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#12 2015-12-03 11:45:32

Julius
Member

Re: Playermodel source and format?

Ok, so the model is still in .md5mesh, but was the ragdoll code and editor ( i.e. this one: http://cubeengine.com/wiki/Creating_Ragdolls ) ever updated to work with .iqm also?

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#13 2015-12-04 00:15:45

chasester
Member

Re: Playermodel source and format?

Not quite sure what you are asking:

The ragdoll.cfg file is a model independent function library, meaning that you can use any model format (that supports animation i.e. md5 md4 md3 sdm iqm). What this file does is sets up constraints and attachments for the model, so that it can know how to manipulate the skeleton. (At least from my understanding).

chasester

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#14 2015-12-07 13:19:01

Julius
Member

Re: Playermodel source and format?

Well in the sauerbraten wiki it says the code only works with .md5 and suspiciously the model in tesseract is also .md5 instead of the usually preferred .iqm. In addition there is the question if the ragdoll editor can load .iqm models to set-up everything?

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#15 2015-12-07 22:03:02

chasester
Member

Re: Playermodel source and format?

The wiki is old, probably before iqm. Ill look into this and see what i can find.

chasester

The config help
Make sure you use writecfg not savecfg the wiki had an error

@ragdoll editor
It does have a header call iqm which would reason that the editor could load in iqm files.

Last edited by chasester (2015-12-07 22:35:47)

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#16 2015-12-20 15:07:19

Julius
Member

Re: Playermodel source and format?

Nieb wrote:

Yes, CC0 license.
I'll upload a package with more formats in it...

Bump... really no one with a copy of 3DSmax who could do an quick .fbx export?
(The above software from the unity forums does not convert .max into .fbx at all btw).

Last edited by Julius (2015-12-20 15:09:10)

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#17 2015-12-23 09:22:54

chasester
Member

Re: Playermodel source and format?

I have max 9 and i cant open it, error 998 invalid memory location, IDK what the error is, probably a newer version of max

sorrie man
chasester

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#18 2015-12-23 13:01:09

gaya
Member

Re: Playermodel source and format?

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#19 2015-12-24 11:31:18

Julius
Member

Re: Playermodel source and format?

awesome, thanks a lot! I tried importing it with Blender 2.76b and the .fbx is messed up... but the .dae seems possibly salvageable to some extend (surprisingly enough, I would have expected it the other way around...). Really sucks that in 2015 we still don't have an prover 3D conversion format that is somewhat loss-less :(

Edit: with minimum chain length of 3 and fixed leaf-bones the .dae import is almost correct, just some extra bones to remove and one stubborn left hand bone that is acting up. Seems hard to fix though :(

Last edited by Julius (2015-12-24 13:22:14)

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#20 2015-12-25 05:59:35

Julius
Member

Re: Playermodel source and format?

Ok the best result seems to be taking the .fbx file opening it with a conversion tool called Noesis (works with WINE, get it here: http://www.richwhitehouse.com/index.php … hp#prjmp91 ), exporting that to .dae then importing that into blender with the chain option set to 2 and fix leaf bones on.
Then clean up the file and rotate the rig 90 degree and you got a pretty good blender file it seems. The only minor issue is that the right hand bone it connected to the tag_weapon bone, but that pretty unobstrusive and I guess one could live with.

No idea though if it will export back into tesseract as .iqm or .md5 yet. Scaling might be off and I noticed that in Noesis the crouch animation actually moves the entire mesh to ground-plane while in Blender the legs move up. Not sure which is the expected behaviour in Tesseract?

Edit: I'll play around with it a bit more and hopefully I will get a file that will export fine to .iqm so that I can share it with everyone for editing purposes. I will also add all the nice IK solvers etc. if someone wants to expand the animation set ;)

Edit2: hmm judging by the original Tesseract .md5 the center of mass moves when crouching :( That might be a hassle to fix, or is there maybe a work-round?

Last edited by Julius (2015-12-26 05:17:40)

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#21 2016-01-04 16:06:54

Julius
Member

Re: Playermodel source and format?

@gaya: since that worked so well, could you also do a .fbx and .dae export of the HUD arms (weapon_ani.max) please? Much appreciated!

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#22 2016-01-08 14:11:52

bobsimov
Member

Re: Playermodel source and format?

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#23 2016-01-09 09:40:27

Julius
Member

Re: Playermodel source and format?

Cool thanks!
However sadly it only imports well (through the noesis-.dae bridge as outlined above) for the left hand, the right hand rig seems not possible to fix easily... well it was worth a try.

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#24 2016-01-09 14:28:07

bobsimov
Member

Re: Playermodel source and format?

Sorry if that didnt help :/

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