Oh, god, I just had the best thought ever Sonic Generations + Imported Mario model = SOMARI GENERATIONS
Point me to the right files and I'll try it on my editor instead. I've done some work in a COLLADA exporter but I haven't been able to get materials to work yet. (And for some reason Max loads them but blender doesn't even try to load my file)
I tried to load them in max, with the script, but it gave error. Unable to Convert: undefined to type: Interger64 Files I used were. enm_bne_eggdragoon_top.model enm_bne_eggdragoon_under.model enm_bne_eggdragoon_baria_under.model enm_bne_eggdragoon_brk.model enm_bne_eggdragoon_drill.model Egg Dragoon is found in bb1.cpk > bne.
Last night on our Podcast (the Bancast, it's great!) we talked about what would make a good Mario and Sonic crossover game, and we talked about if Modern Sonic were in Mario levels, and Mario in Classic Sonic levels (yes, a la Somari). Could be a fun hack, but I don't posess the ability nor time to do it.
Seems I just did. I only replaced the boosting animation with a pose(the .model file is in T-Pose), so it seems to be working now! So it seems I got skeleton support working right now. There's a couple of things to watch out for when trying to replace over Sonic's model: The model converter doesn't read .scene files, it only converts .mesh ogre files(which as well load the skeleton if available), so it will ignore any properties you apply to the node(translation, rotation, scaling, etc.). This means that your havok skeleton and model/skeleton in max should be at their regular scaling(that in max is 100/100/100). If you want to make it smaller, the easiest way to do that is when creating the animations, scaling and rotating the root bone as needed. The Havok skeleton should be the exact same pose of the .model file, with the original scale and all. Animations are kinda lenient since it's handled by Havok luckily, so my converter will have nothing to do with it. Just gotta make sure it's the same set of bones you're animating with. Some bones are hardcoded and need to be there, otherwise it crashes. Bone list of Sonic, not sure which of those are needed. EDIT:
Sorry to be such a noob, but now I'm stuck on Step 6. Animate. How exactly do I do that? Do I have to make a custom animation? Or can I edit Sonic's current animation? If I can edit it, how do I find it? If it must be custom, where do I save it/what do I save it as?
If you're using 3DS Max, you can use hkxcmd, which is an Skyrim tool to import over the animations from the HKX files into the model's skeleton you have imported. You can either make your animations from scratch with the skeleton the model importer has, or import one with hkxcmd and edit it as you want. For exporting, you'll need to use the Havok Content Tools for max and add the Create Skeletons/Skin/Animations filters, the Prune Types filter for any data that isn't animations, and then finally a Write Platform filter with the parameters Win32 MSVC, strip meta-data, Binary Packfile, as a HKX. Keep in mind the importer script does some rotation and scaling of its own to the root bone, so you might want to comment that out of it(it's down there in the last few lines). Otherwise the animation won't match the stuff used ingame.
So how has no one posted this awesome thing yet, other than the obvious reason of "we have more advanced things happening"? There's a download link on his channel. Someone should totally fine-tune it.
Ugh, just goest to remind me how crappy the animations were in '06. That needs a lot of fine-tuning before it starts looking good.