Hello
Well, after few month of work I got some results... Main goal is to get tool that able to export SWG models to common-use format with all properties - skeletons, morphs, animations, shaders...
Well. At this moment I can read TRE library starting from SAT file with resolving references to other files - SKT, LMG, MGN, producing FBX binary file with geometry (vertices, polygons, normals, tangents, UV and weight info, clustered to bones), skeleton (it's hierarchy, link with clusters of vertices, it bind pose). This FBX can be imported to UE4 (it is main target actually ), also I tested it in MODO Indie (imports good) and Blender - got some strange effects, model looks collapsed, but became normal if u starts edit geometry
Here is a sample from UE4 (poor poor acklay, it suffered alot )
Textures have to be extracted manually ATM, automatic extraction it is possible but not in priority
Right now I'm going to concentrate on morph targets export, also I would like to get some help with ANS format to start write code for animations
Source code is on Github (https://github.com/fortross/swgmodelexporter), feel free to commend and contribute
Builded nightly build (Windows, x64 model) attached to this post
usage is simple SWGModelExporter.exe --swg-path <path to your swg installation> --object <name of object to export> --output-path <path to folder where to place results>
better to set full path to object inside TRE, it works faster, although there is functionality to search object by partial name
Releases will be published in my repo on Github here
Well, after few month of work I got some results... Main goal is to get tool that able to export SWG models to common-use format with all properties - skeletons, morphs, animations, shaders...
Well. At this moment I can read TRE library starting from SAT file with resolving references to other files - SKT, LMG, MGN, producing FBX binary file with geometry (vertices, polygons, normals, tangents, UV and weight info, clustered to bones), skeleton (it's hierarchy, link with clusters of vertices, it bind pose). This FBX can be imported to UE4 (it is main target actually ), also I tested it in MODO Indie (imports good) and Blender - got some strange effects, model looks collapsed, but became normal if u starts edit geometry
Here is a sample from UE4 (poor poor acklay, it suffered alot )
Textures have to be extracted manually ATM, automatic extraction it is possible but not in priority
Right now I'm going to concentrate on morph targets export, also I would like to get some help with ANS format to start write code for animations
Source code is on Github (https://github.com/fortross/swgmodelexporter), feel free to commend and contribute
Builded nightly build (Windows, x64 model) attached to this post
usage is simple SWGModelExporter.exe --swg-path <path to your swg installation> --object <name of object to export> --output-path <path to folder where to place results>
better to set full path to object inside TRE, it works faster, although there is functionality to search object by partial name
Releases will be published in my repo on Github here