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fragMOTION / Feature Requests / Re: Will Collada be supported in next version?
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on: September 05, 2010, 01:58:51 PM
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Started by sammy88 | Last post by StOrM3
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I noticed here lately, that he has made a very good effort at pushing fragmotion forward, to be not only accepted but even sold, and endorsed by various game engine communities, which makes me estatic! ehheeh (<- I know it's spelled wrong) it was a play on Iron Mike, as he says it lisping.. All of the engines, I own and use, on a regular basis, are now supporting Frag3D, I see sales ad's on their main links, and sales pages. This makes me happy, and makes me think that Frag is NOT dead, and may be moving forward indeed. Which I hope, since I have no idea, what has been going on, I have NOT been able to get Frag / Dave to msg me or email me back for some time now... Which freaks me out, since we used to talk all the time, me and frag that is.. 
I Have become somewhat of an Fragmotion 3D Expert now, I can make / model just about anything, using my customized toolbox setup, and my 19" P-Active LCD Pen Tablet Monitor.. I have also made sure that the stores I use like Where I bought my P-Active, know the setup that I use, meaning programs, and how all of them work excellently with the LCD Pen Tablet Monitor. So I make sure to try and drudge up more sales to help frag out, by making some Tutorial videos, showing me working on the models inside Fragmotion 3D with my LCD Pen Tablet monitor, to do this, I have had to setup my Flip Camera on another Monitor beside my work desk, and adjust it til' I get it just right, so people can see how easy it really is to use, and how easy the tools inside Frag make creating / modifying a model. Then I take the model and import it into 3D Coat, and Sculpt / Paint / Bump Map it, and with the Two Programs, I now have one of the most awesome workflows out there. 
The only issue I ran into, which surprised me, since Conitec 3D Game Studio is now actively supporting and selling Fragmotion 3D, I am surprised to find out that the A7-A8 MDL Support is Non-Existant, and if you use the A6 MDL Support, and try to use that file, to import into WED or MED, it pukes out badly.. The work around I found, is to export to Direct-X first, then import it into MED, adjust the texture files in the model properties, then re-save it as the newer MDL Format, which you can then import into WED, and save as a new PreFab, quite a few steps involved, but it's better than nothing, and if your just doing MDL models, then you can skip the part about WED -> Save as PreFab.. Just simply import the *.x file into MED, ensure properties are correct, texture files, scale, Handedness, and that it is positioned at the origin right, and save it as the newer MDL Formatted file, and viola' your good..
The reason I mentioned the above steps for 3DGS MDL conversion etc.. that I went through during creating the pack of 25 Prefabs for the new 3DGS A8 version, is I believe something similar will help you out, if you really need the Collada Animated format for your MOD Work, and something like this kind of workflow may be less than easy, but it surely enables you to do it, none the less, this is also the solution I came up with for the DTS support for Torque, Create a format that either MS3D or Unwrap3D can use easily with the bones, animations, textures, still in there, and save your work to *.ugh to ensure you can always go back to edit if necessary, then export it to a format that MS3D or Unwrap3D or another app, that works with plugins that support the format you need, then import it into that app, make your changes, ensure the origin is correct, you still have your animations, bones, etc.. and that it is the correct scale, then save it in a workable format in that app, then use the export plugin for your needed format example: -> MS3D & Unwrap 3D have DTS supported Plugins, with all the needed newer options, just setup everything as it says for the plugin, and export your model to your desired format, and viola' you have done what you normally wouldn't have been able to do, if you just waited around for someone to write a plugin for your desired format, besides that Frag, is only human, he can't write a plugin for every format that everyone is going to possibly use, in different engines, he has provided a very good platform, that can save to formats that you can in turn use in other apps to export to your needed formats, so quit being lazy, and work the extra couple steps, and if he / or someone else does make a plugin for your format, then thank your stars, and definitely give credit to the people who wrote it, and maybe other plugins would be wrote also..
Which brings me to another point, if everyone would do their part, in helping to support Fragmotion3D by telling others about it, making tutorials, and helping to boost sales for it, maybe this would convince Dave / Frag to do some other work on Frag3D. 
I Hope this helps some of you out there..
Ciao' 4 Now,
StOrM3
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fragMOTION / Feature Requests / Re: Will Collada be supported in next version?
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on: August 11, 2010, 07:57:51 PM
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Started by sammy88 | Last post by MrGearBox
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I plan on doing some modding for NS2, at http://www.unknownworlds.com, which is based on the Spark Engine.
It seems they are utilizing Collada. I too would like to see fragmotion support Collada plugins before NS2 is released. It's in Alpha state currently. NS2 is a sequel to NS1, which was voted the best mod of HL1. There is a very active community (8 years active) and support (pre-release purchasing) for the development of NS2. The developers are developing the game to be highly 'moddable'. I not only request fragmotion add support for Collada, but that you make a concentrated effort to market fragmotion to this community.
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