spinout Posted September 20, 2011 Author Share Posted September 20, 2011 Updates on two of the things that this thread isn't (lol): z64anim has some new features: - hud display, from xdaniel's ozmav - getopt arguments (old drag & drop still works) - a few new screen controls (arrow keys to select child/parent/next/previous limb) Download Commit libobj has a new mirroring "solution" which solves the problem with mirrored textures: lack of support in modeling programs. ozmav2 got around this problem by literally mirroring on exports, but when re-imported, a texture could take 2x or 4x the space it originally did. xdaniel and I agreed upon a solution: putting the mirroring settings in the filename of the textures that are mirrored in the file but are to be halved on their height and or widths. For the end user, it should end up being completely out of their mind. I also had the call to the collision fixing code commented out in the last build of libobj, so here's the latest: Download Commit Link to comment Share on other sites More sharing options...
spinout Posted September 20, 2011 Author Share Posted September 20, 2011 I added more HUD stuff to z64anim, it now tells you current animation and selection information. I also added some more keyboard shortcuts for the SDL window, run the help command to see them. Download Commit Going to edit this post in a second to give an image of it... Link to comment Share on other sites More sharing options...
Jason777 Posted September 20, 2011 Share Posted September 20, 2011 So I'm guessing that I should OBJN64Tool from now on instead of wotf.py to make custom display lists? Link to comment Share on other sites More sharing options...
spinout Posted September 20, 2011 Author Share Posted September 20, 2011 Yes. Edit: Download Commit It's mostly just a few fixes (nothing fatal was happening, just wasn't running 100% as intended) Edit: utub Link to comment Share on other sites More sharing options...
spinout Posted September 23, 2011 Author Share Posted September 23, 2011 New build Fixed a bug when loading an object other than through the command line/drag & drop; improved hud, proper interaction with objects that use multiple skeletons, such as barinade (object_bv). probably other stuff. Edit: So, uh, is there any interest in this? If not, why? I know I would have killed for this program when I was still into this stuff but nobody has given me any feedback directly related to this program so I don't know what direction it needs to be taken in. I added a lot to the UI and it is much more user friendly than the previous releases, and have many windows builds but there isn't any feedback yet. Is the format too complex to work with? Need I create a higher-level interface which simplifies the complex format so it is easier to work with at an animator's level? I certainly want to see custom NPCs or enemies in future Zelda 64 hacks; what is the limit to anybody who would be doing something of the sort? As far as I have tested the OBJ importing provided by libobj and used by z64anim and objn64tool is completely working, what is the current roadblock? I want to write programs to help get things done, but I need to know what needs to be programmed. Link to comment Share on other sites More sharing options...
Arcaith Posted September 27, 2011 Share Posted September 27, 2011 I'm working on a couple of models at the moment, not the least of which is the Hero for URA, but they're not ready yet. I'm not as good at modelling people and such as I am with landscapes. I'll make something simple to test it. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted September 27, 2011 Share Posted September 27, 2011 It says SDL.dll is missing from my computer, so I can't really do much. Aww. Link to comment Share on other sites More sharing options...
Secant Posted September 27, 2011 Share Posted September 27, 2011 I'm not as good at modelling people and such as I am with landscapes. Sums up my situation, and I've been ridiculously busy with RL such that I barely have time to test utilities. Link to comment Share on other sites More sharing options...
spinout Posted September 27, 2011 Author Share Posted September 27, 2011 Hmm, I never ran into that. I must have put SDL.dll in my system32 folder and not remembered. I'll see if I can statically link it. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 27, 2011 Share Posted September 27, 2011 have you considered making a gui for this program? Link to comment Share on other sites More sharing options...
spinout Posted September 27, 2011 Author Share Posted September 27, 2011 Gonna have to say that I have thought about a GUI and it sounded like a terrible idea to me. Newest build is here, includes SDL dll. I *think* libpng and zlib are statically linked, but it could very well be that they cry of lack of dependencies. If so, you could try googling for the DLLs but I wouldn't reccomend that due to revision differences, just reply that it is giving you hell and I'll upload one with every DLL I can find. https://bitbucket.org/ottehr/z64anim/downloads Latest commit is also in the repository. Thanks for the feedback guys, it keeps my hope (and desire to continue this) up. Also Link to comment Share on other sites More sharing options...
Arcaith Posted September 27, 2011 Share Posted September 27, 2011 In terms of constructing animations, a GUI would be useful. From a designer's perspective, it makes it a lot easier to focus on the animation itself. Having said that, the command line interface and its documentation is very comprehensive. I would like a GUI, but a functional program takes priority. That said, having both would be great Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted September 27, 2011 Share Posted September 27, 2011 Yeah. It works now, I just don't know how to use it and I suck at command line things. :\ That being said a GUI would be helpful, but I could learn how to use it. What Arcaith said is true though. From what I can tell it's a well made program. Thank you for uploading that .dll for me by the way. Link to comment Share on other sites More sharing options...
spinout Posted September 27, 2011 Author Share Posted September 27, 2011 By command line, do you mean in regards to launching the application? Or using it? Because it can be launched without the command line, but it's own command line is required for some features, though the window hotkeys are considerably powerful. I *MIGHT* look into a GTK GUI. It won't be anything fancy, just a window loaded with buttons and some inputs. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted September 27, 2011 Share Posted September 27, 2011 I can make it run by dropping a ZACTOR file onto it, but I can't really use it. As for a GUI I think using the mouse to position the... Bones(? I don't know what OoT uses.) like for rotation and such would be good and buttons and stuff for everything else. Link to comment Share on other sites More sharing options...
spinout Posted September 28, 2011 Author Share Posted September 28, 2011 I hope you mean object - my program wouldn't know what to do with an actor. As for using the mouse to do the translation or rotation [of bones, yes], that is a good idea and I will have to explore ways of implementing it (yay 3D math!) And I tried GTK stuff, and am having some luck. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted January 9, 2012 Share Posted January 9, 2012 Z64 anim: Get a crash everytime I go to export an obj with the latest build. Also texture mapping gets messed up in the preview window. Also UV mapping isn't saved correctly on whatever it exports before the crash(Could be cause of the crash or the mapping errors on the program preview window). EDIT: I got another object to export and when it did, the mtl file was empty with no coordinates. Link to comment Share on other sites More sharing options...
DeathBasket Posted January 9, 2012 Share Posted January 9, 2012 Can anyone on Windows check if z64anim is saving changes to animations/objects? Last I knew it was not storing any changes but I can't remember if that was the newest version or not. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted January 10, 2012 Share Posted January 10, 2012 Yeah its not saving changes for me either, I'm using the latest one atm. Link to comment Share on other sites More sharing options...
spinout Posted January 10, 2012 Author Share Posted January 10, 2012 Whoo! Activity. Crashes when exporting obj: Is it generating PNGs? I think it has something to do with libpng not working properly. I... don't know what to say about this one. I am working on making z64anim libmem32 compliant, but that requires making libbadrdp libmem32 compliant, which is quite a big task, one that I have only a start on. libobj-lmem32 is pretty much done however. As for the saving, I need to redo all the saving and loading routines. This will come after or with libmem32 compatibility. Seeing as there is interest in z64anim I will prioritize it over some other projects I've been working on recently - I've been making models for Goldfinger64. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted January 10, 2012 Share Posted January 10, 2012 Whoo! Activity. Crashes when exporting obj: Is it generating PNGs? I think it has something to do with libpng not working properly. I... don't know what to say about this one. I am working on making z64anim libmem32 compliant, but that requires making libbadrdp libmem32 compliant, which is quite a big task, one that I have only a start on. libobj-lmem32 is pretty much done however. As for the saving, I need to redo all the saving and loading routines. This will come after or with libmem32 compatibility. Seeing as there is interest in z64anim I will prioritize it over some other projects I've been working on recently - I've been making models for Goldfinger64. In one of the exports before it crashed, it did export a couple png's but they were completely blank. When I tried to import back a new model over something, it crashed as well. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted January 13, 2012 Share Posted January 13, 2012 For objn64tool from what I can tell, you can't choose an offset to start the file from like you could in previous converters. D: Like instead of always starting at 0x0 you could have it start at 0x10D0. Link to comment Share on other sites More sharing options...
spinout Posted January 15, 2012 Author Share Posted January 15, 2012 The base address option should take care of you. Try something like 0x06001D00. Link to comment Share on other sites More sharing options...
spinout Posted January 30, 2012 Author Share Posted January 30, 2012 Whoo! https://bitbucket.org/ottehr/libbadrdp_r-lmem32-lobj/changeset/9fd812f3723e This is very good news. Once I work any potential bugs out z64anim progress will continue. Obj exporting is handled very differently in this fork of badrdp. Link to comment Share on other sites More sharing options...
Zeth Ryder Posted January 31, 2012 Share Posted January 31, 2012 Whoo! https://bitbucket.or...et/9fd812f3723e This is very good news. Once I work any potential bugs out z64anim progress will continue. Obj exporting is handled very differently in this fork of badrdp. Any window's binaries or are you waiting til you ironed out the bugs before doing that one? Link to comment Share on other sites More sharing options...
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