Tools pipeline: Difference between revisions
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PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D. | PlaneShift uses CAL3D as animation library. So all rigging/animation made for PlaneShift need to be then exported to CAL3D. | ||
Maya | ==== Maya ==== | ||
Blender | Not supported. | ||
==== 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 | * 2.49 -> [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) | * 2.5 / 2.6 -> https://github.com/alexeyd/blender2cal3d -> cal3d caf (some testing is needed on this new script) | ||
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip. | |||
==== 3DSMax ==== | |||
3dsmax -> (using the cal3d exporter) -> cal3d caf in game | 3dsmax -> (using the cal3d exporter) -> cal3d caf in game | ||
==== Notes ==== | |||
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.) | |||
Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter] | Convert your XAF, XMF, XSF, ... to Cxx format with [http://www.planeshift.it/download/prospects/cal3d_converter_cal3d_010.zip Cal3d binary converter] | ||
Revision as of 16:30, 11 August 2013
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
Blender
- 2.49 -> export_cal3d.py version 0.9 -> cal3d cmf
- 2.5 / 2.6 -> https://github.com/alexeyd/blender2cal3d -> cal3d caf (some testing is needed on this new script)
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
- 2.49 -> 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)
Note: the 2.6x exporter needs a patch to work on latest Blender (to be provided); moreover it seems that the binary format is obsolete or somehow broken, so you have to export as xml then conver to binary with the converter in the miniviewer zip.
3DSMax
3dsmax -> (using the cal3d exporter) -> cal3d caf in game
Notes
It seems that the PS engine only understands cal3d binary format (caf, csf, ...) and not xml formats (.xaf, .xsf, etc.) Convert your XAF, XMF, XSF, ... to Cxx format with Cal3d binary converter
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 (needs to be tested) Documentation on how to use it is here.
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