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Re: [WIP] GrimFBX

Posted: Tue Dec 25, 2012 11:13 am
by Phitt
I don't know what I do wrong, but I still don't get .model files when I use the program. Tried the same as in my previous post, yet GrimFBX creates no model file for me. What do you mean with multiple animated meshes? There should be only two nodes in the file, which are animated by one animation.

Re: [WIP] GrimFBX

Posted: Thu Dec 27, 2012 2:16 pm
by JohnWordsworth
Hi Phitt. Hmm - that's very strange that you get no output at all. Could you let me know what version of Windows you are using? I compiled it on 64-bit Win7 but I compiled to 32-bit, so it should work on practically any Windows machine.

I'll add a whole bunch more error reporting to the next version - it might not have write access to the given output folder perhaps and I've been a bit light on spitting our errors in a few places!

Re: [WIP] GrimFBX

Posted: Thu Dec 27, 2012 4:54 pm
by Phitt
I use Windows XP 32bit. Wish I could help, but I have no idea what could be wrong.

Re: [WIP] GrimFBX

Posted: Thu Dec 27, 2012 5:10 pm
by JohnWordsworth
I made the mistake of going away for XMas without first downloading and installing Visual Studio on my laptop. After 2 days it's finally installed, but we're going home tonight. LOL. Will push another build out soon with the new error checking code :).

Re: [WIP] GrimFBX

Posted: Sat Jan 05, 2013 10:41 pm
by Moutrave
That's a neat tool !

I'm just confused as usual...to create a custom animation you need a .model and a .animation right? So...are both files the same? As, well, usually I export an animated model as a single FXB...but in Grimrock...the .animation makes me feel weird (and stupid)...I've been roaming in the forum but I still don't quite know if it is possible yet to create new animations? Some guys have I think, Like Phittte and his awesome Mine dungeon (well he had new doors so maybe it's simpler to reuse basic door animations?), and Shroom with his neat Cube...right? :cry: :cry:

Talking about door animations, I only saw the Pull lever animation, and nothing regarding the animation for the door itself, that's another confusing thing for me :oops:

Please help my poor small brain :D

Re: [WIP] GrimFBX

Posted: Sun Jan 06, 2013 7:12 pm
by Moutrave
Phitt wrote:I don't know what I do wrong, but I still don't get .model files when I use the program. Tried the same as in my previous post, yet GrimFBX creates no model file for me. What do you mean with multiple animated meshes? There should be only two nodes in the file, which are animated by one animation.
Same here. I tried to convert an animated model and just entered the ligns like I last saw on this topic, meaning GrimFBX grim2fbx E:\Path\To\Files\altar.model [E:\Path\To\Files\altar.fbx]
GrimFBX fbx2grim E:\Path\To\Files\altar.fbx [E:\Path\To\Files\altar.model]

but nothing happens :( I'll try again

Re: [WIP] GrimFBX

Posted: Sat Mar 16, 2013 1:01 pm
by JohnWordsworth
No release yet, but I just wanted to share my progress that I am rather happy with!

Image

This is a straight import of a sample FBX file that comes with Unity 3D. If anyone has any sample FBX files they can send my way that would be extremely useful. I will send back the .model and .animation files if they work! :)

Re: [WIP] GrimFBX

Posted: Sat Mar 16, 2013 1:07 pm
by Komag
very cool and promising progress! :D

Re: [WIP] GrimFBX

Posted: Tue Apr 02, 2013 7:19 am
by AdrTru
Hi John,
thank you for yours great tools !

I try conversion on this tutorial model http://www.blenderguru.com/videos/intro ... o-rigging/.( IMHO its good tutorial )
When I take finish model conversion dont work but animation is extracted. I think that problem is in rigging. So I made new armature for "start" model bones ( bones had a same name as in finish model).
All nodes are created in root node position, and model is rotated.
Image
Can you fix it for correct position of nodes? Or it is my misstake in setting conversions?

Thank you again. :)

Re: [WIP] GrimFBX

Posted: Tue Feb 11, 2014 3:34 am
by JohnWordsworth
Hey guys! I'm mostly posting this for Germanny and Isaac, but thought I would share publically incase anyone else is interested.

I have (finally) gone back and revisited GrimFBX to help Isaac finish his ORRR2 room. The good news is that I have a fairly reliable command line tool now for converting animated FBX files to animated Grimrock files.

It's all very much in Beta, and the code is horrendous in parts due to all of the edits, tweaks and changes as I unravelled more and more layers of complexity in the fairly badly documented FBX SDK. But it seems to work :)

This is literally hot off the press - I'm providing a download link to the EXE file but have not tested it on a machine with my dev kit installed. It might need certain libraries to be installed (like the VC2012 resist package) and it might even need the FBX SDK to be installed too (while I told it to statically link, I've not tested that). Will look into these things soon! Click the link below to download...

GrimFBX Download Page

Note that it's a 7zip file so you will need 7zip to decompress this file (apologies, am on my iPad now, cannot rebuild). It's got no GUI either - it's all command line. You can run it in a few ways...

"GrimFBX" - Running it on its own will run the app in interactive mode where you can type commands in one after the other.

"GrimFBX (Command)" - This will just run the given command and exit the app.

"GrimFBX (FilePath)" - If given a path to an FBX file it should just convert it, no questions asked.

(Command) can be one of the following...

"fbx2grim (FilePath)" - Convert an FBX file to a .model file. Can specify an optional output file name for the model, all animation takes are just dumped in the folder.

"grim2fbx (FilePath)" - Theoretically convert a .model back to FBX. Not really tested and doesn't support animations. Intended to allow creation of new animations for existing monsters.

IMPORTANT: The app does not support spaces in file names yet.