Lots of potential free JME media! 3ds max advice needed: Liberate Ryzom Project

Hello,



The Liberate Ryzom project is desperately needing help to try and get a textured animated model to export from 3d studio MAX into some sort of usable open file format. It is a biped/physique setup, pretty standard, so a MAX expert shouldn’t have a problem figuring it out… please help! :slight_smile: A lot of traditional export routes don’t work to to special setups Ryzom uses for materials and animations, as we’ve tried many exporters already to no avail. Read below for more.



Once one model can be exported, we’ll be writing scripts to automatically convert the droves of gigs of free media from the Ryzom project into an open format for everyone to use!



Let me give more background on this:



For those who aren’t familiar, tons of free art (as well as code) for a commercial full scale MMO (Massive Multiplayer Online game) were released as open source. Read more here:



http://dev.ryzom.com/



Just to clarify Ryzom is a REAL MMO, tons of high quality stuff in there. Sheer gigs of 3d studio media - animated characters, creatures, meshes, textures. All split up into pieces and animated as you might imagine as needed for an MMO.



The problem! I have been trying to convert the media files (currently in 3d studio MAX formats) into an open format. My goal, to create an open archive of artwork to be used in open tools like Blender, and for the public to work with to fuel indie games and more open source software. The 3ds max plugins as part of the Ryzom project are a bit complicated and hard to reuse. We’re hoping for a more elegant, simple maxscript solution, but will hack those up if necessary.



So I’ve created a site here for collaboration:



http://sites.google.com/site/freeryzom/



I’ve attached to that site a sample Ryzom character:



http://sites.google.com/site/freeryzom/home/fyros.zip



Also MAX plugins that get me close to exporting him to MD5:



Physique to skin conversion, needed by some maxscripts:



http://sites.google.com/site/freeryzom/home/phy2skin_Max2012.zip



Der Ton’s famous md5 export script, slightly modified:



http://sites.google.com/site/freeryzom/home/md5export.ms



Of course the whole bunch of Ryzom media can be downloaded here:



Download Ryzom from SourceForge.net



Looking forward to any thoughts, tips, etc… let me know if anyone is able to do an export, or has any insight on how to get at least a sample character exported out of max and working! And please feel free to drop by the project site and say hi! http://sites.google.com/site/freeryzom/



Thanks :slight_smile:


  • svf
1 Like

Looks good. And a very nice contribution.

I’m really looking forward for this. Jme needs a good and free solution for especially 3ds max (In my case).

You can import FBX into Blender, also you can export to OgreXML which is directly usable by jME3

Wasn’t Ryzom (Ring) the MMO that let players create content? I liked that idea.



I’m no expert but I think Blender with it’s Python scripting language could be helpful. You could write an importer RyzomMAX → Blender. Once all features work in Blender, the exporters can be adjusted if needed. Collada sounds good, but doesn’t always work well.

@Momoko_Fan said:
You can import FBX into Blender, also you can export to OgreXML which is directly usable by jME3


Momoko - I tried this as one of my first attempts. The mesh and animation came through seriously distorted.

Have you done this with success? If anyone has gotten this to work, I've linked to a sample animated mesh in my post... if I can get one to work, It would be easy to batch script getting everything to convert.

We are having some success with Cal3d! Someone has helped contribute a JME3 cal viewer for Ryzom character, animated and textured! So progress is being made, thanks for all that have helped so far.
@svf3 said:
Have you done this with success? If anyone has gotten this to work, I've linked to a sample animated mesh in my post... if I can get one to work, It would be easy to batch script getting everything to convert.

Many people are successfully importing models all the time using ogre, do you really think if our basically only import path would not work at all we would not notice? ^^ Check the manual on how models have to look to work inside games and how to export from different applications. The SDK allows you to select multiple models and batch convert them.

Usually distorted animation happens due to the transforms not being applied on the model