Tools pipeline: Difference between revisions

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=== Rigging + Animations ===
=== Rigging + Animations ===


PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.


Maya, not supported.
Maya, not supported.
Blender,
-2.49 -> cal3d caf in game (script don't work on 2.5)
-2.5 -> some testing on exporting Collada -> 3DSMAX -> cal3d (need to be more improved


3dsmax -> cal3d caf in game
Blender
* 2.49 -> [[http://www.planeshift.it/download/prospects/export_cal3d_py_0.9.zip export_cal3d.py version 0.9]] -> cal3d caf -> in game
* 2.5 / 2.6 -> https://github.com/alexeyd/blender2cal3d -> cal3d caf (some testing is needed on this new script)
 
3dsmax -> (using the cal3d exporter) -> cal3d caf in game
 
To view your models exported in CAL3D format, you need the "miniviewer" program.
 
[[File:Tools.png]] Miniviewer for [[http://www.planeshift.it/download/prospects/cal3d_miniviewer_svn_507.zip Windows]], for Linux (?), for MacOSX (?)





Revision as of 15:25, 22 February 2012


Overview

This page has been created to list the tested tool chain for every path in art. It's important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. This guide needs to be updated!

Characters

New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.


Geometry + UV

Maya -> obj -> 3dsmax

Maya -> obj -> Blender

Blender2.49 -> cal3d cmf in game (not supported on blender 2.5x)

3dsmax -> cal3d cmf in game


Rigging + Animations

PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D.

Maya, not supported.

Blender

3dsmax -> (using the cal3d exporter) -> cal3d caf in game

To view your models exported in CAL3D format, you need the "miniviewer" program.

Miniviewer for [Windows], for Linux (?), for MacOSX (?)


Items

Existing items can easily be ported to different tools with obj format and edited.

Items which needs to be rigged/weighted with the character follow the same rules of the chapter "Characters" above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.


Geometry + UV

Maya -> obj -> 3dsmax Maya -> obj -> Blender

Blender (including blender 2.5x) -> obj -> 3dsmax 3dsmax -> maxscript exporter -> meshfact in game

Blender2.49 -> blend2cs -> meshfact (not supported on blender 2.5x but under developpement by CS team)


Levels

Existing levels should be edited in the original application those were built in. It's possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.


Geometry + UV

Maya -> obj -> 3dsmax -> maxscript exporter -> world in game Blender(including blender 2.5x) -> obj -> 3dsmax -> maxscript exporter -> world in game

3dsmax -> maxscript exporter -> world in game Blender -> blender2cs -> world in game (not tested for blender 2.49 and not supported on blender 2.5x but under developpement by CS team)


Dynamic Lights

Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.

Those are exported in a PS specific XML format.

Maya -> not supported Blender 2.49-> not tested Blender 2.5x-> Not supported

3dsmax -> maxscript for lights -> world in game