Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: bigbadbogie on August 12, 2008, 10:55:17 PM

Title: Interesting....
Post by: bigbadbogie on August 12, 2008, 10:55:17 PM
I thought some of you modellers might be intrigued by this:

http://files.filefront.com/vtex1zip/;11473003;/fileinfo.html (http://files.filefront.com/vtex1zip/;11473003;/fileinfo.html)
Title: Re: Interesting....
Post by: shane ward on August 12, 2008, 11:55:39 PM
Ummm, A strange box, What program are using to animate?
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 12:07:50 AM
Just notepad. A working vertex animation.
Title: Re: Interesting....
Post by: Nielk1 on August 13, 2008, 03:03:01 AM
Analysis:

frm-main is the mesh
frm-anim is the dummy animator

SI_EnvelopeList {
   1;
   SI_Envelope {
      "frm-main";
      "frm-anim";
      4;
      0;25.0;,
      1;25.0;,
      2;25.0;,
      3;25.0;,
   }
}


Seems to match frm-anim with vertexes 0,1,2, and 3 on from-main. It does so with a weight of 25, which is likely why the vertexes are only moving 1/4th as far as the dummy.

And now I can do it...

I can animate my skin/bone items in max, and attach them using max to find the vertex numbers and this little bit of code to attach them.
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 03:07:51 AM
What... no thankyou note??   :-)

I just worked out something that has plagued all of us for years.

And incidentally, the vert numbers are 1,2,3,4 - you have to subtract 1 for each.

It wont be easy to animate complex objects because it all needs to be done manually.
Title: Re: Interesting....
Post by: Nielk1 on August 13, 2008, 03:31:07 AM
I already know the offset of the vertex numbers from fixing flames.

THX BBB
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 03:49:39 AM
Thats better.  :-P  :-D
Title: Re: Interesting....
Post by: mrtwosheds on August 13, 2008, 04:14:42 AM
Well done.
I tried to work that out, but I have no way of figuring out the vertex numbers in my "primitive" modeling program.

I suppose in the xsi they are just 1 to whatever top to bottom...
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 04:49:43 AM
No, they can be all over the place unfortunately. You will definitely need a program that tells you the vert numbers.
Title: Re: Interesting....
Post by: Nielk1 on August 13, 2008, 05:08:51 AM
Success!

I animated the 2 pincherish looking things on my scion hover scav.
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 06:19:28 AM
And just like that... I start a revolution!!
Title: Re: Interesting....
Post by: mrtwosheds on August 13, 2008, 11:32:49 AM
Vertex are not numbered in the xsi, so there must be some logic to it. BZ2 only gets to see the xsi.

I just found the geometry inspector in 3dex, this might be indicating the vertex numbers...

Then again, maybe not.
Title: Re: Interesting....
Post by: Warfreak on August 13, 2008, 01:10:51 PM
The Vertex Numbering Trick is something that only works on 3D Modelers that keep track of which vertex is which. (Ex: 3DS Max)

From that number given by the program (Max tells you it when you select a singel vertex, like Vertex 25 Selected) You Subtract 1...... there is your .xsi vertex number.





Also: 3 CHEERS FOR BIG BAD BOOGIE!!!!!................ AND PIE!!!!  :-D
Title: Re: Interesting....
Post by: mrtwosheds on August 13, 2008, 03:39:55 PM
From the look of bbb's animated box it is in line order, the bottom 4 corners are the first four lines.
Title: Re: Interesting....
Post by: bigbadbogie on August 13, 2008, 09:19:12 PM
That is because it is an extremely simple model.
Title: Re: Interesting....
Post by: mrtwosheds on August 13, 2008, 10:59:01 PM
But how else would any program figure out the numbers and just happen to do it the same as bz2?
They probably look fairly random in a modeling program as it will not be clear how they were created and compiled, but somehow progs like bz2 have to figure it out, they are not actually numbered in an xsi so it must be done in some order, all the xsi tells bz2 is that there are say 76 vertex and then lists them, my guess would be that they are numbered 0 -75 in the order they appear in that file.
Title: Re: Interesting....
Post by: Nielk1 on August 14, 2008, 01:57:43 AM
Here is the one I used to make 2 pincher like things bend:

SI_EnvelopeList {
   2;
   SI_Envelope {
      "frm-mainbody";
      "frm-rpinch__h";
      12;
      211;25.0;,
      149;25.0;,
      151;25.0;,
      120;25.0;,
      199;30.0;,
      154;35.0;,
      201;35.0;,
      197;35.0;,
      198;35.0;,
      152;35.0;,
      153;40.0;,
      200;30.0;,
   }
   SI_Envelope {
      "frm-mainbody";
      "frm-lpinch__h";
      14;
      64;25.0;,
      106;25.0;,
      25;25.0;,
      107;25.0;,
      56;30.0;,
      57;35.0;,
      112;35.0;,
      22;35.0;,
      55;35.0;,
      109;35.0;,
      108;37.5;,
      59;40.0;,
      111;40.0;,
      58;30.0;,
   }
}


This might help MrTS:
Mesh hp_dummyroot {
8; // 8 vertexes
-0.340000;-0.340000;-0.340000;, // vertex 0
-0.340000;-0.340000;0.340000;, // vertex 1
-0.340000;0.340000;-0.340000;, // vertex 2
-0.340000;0.340000;0.340000;, // vertex 3
0.340000;-0.340000;-0.340000;, // vertex 4
0.340000;-0.340000;0.340000;, // vertex 5
0.340000;0.340000;-0.340000;, // vertex 6
0.340000;0.340000;0.340000;; // vertex 7

12; // 12 polygons
3;0,1,3;, // polygon made with 3 vertexes, 0, 1, and 3
3;3,2,0;, // polygon made with 3 vertexes, 3, 2, and 0
3;1,5,7;, // polygon made with 3 vertexes, 1, 5, and 7
3;7,3,1;, // polygon made with 3 vertexes, 7, 3, and 1
3;5,4,6;, // polygon made with 3 vertexes, 5, 4, and 6
3;6,7,5;, // polygon made with 3 vertexes, 6, 7, and 5
3;4,0,2;, // polygon made with 3 vertexes, 4, 0, and 2
3;2,6,4;, // polygon made with 3 vertexes, 2, 6, and 4
3;4,5,1;, // polygon made with 3 vertexes, 4, 5, and 1
3;1,0,4;, // polygon made with 3 vertexes, 1, 0, and 4
3;2,3,7;, // polygon made with 3 vertexes, 2, 3, and 7
3;7,6,2;; // polygon made with 3 vertexes, 7, 6, and 2

etc