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Milkshape GMF Export plugin


klepto2
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File Name: Milkshape GMF Export plugin

File Submitter: klepto2

File Submitted: 29 Nov 2009

File Updated: 29 Nov 2009

File Category: Tools and Utilities

 

A small GMF Export plugin for static meshes.

 

It auto collapses surfaces with identical materials into one surface and

it autogenerates standard materials if wanted.

 

Installation:

 

Copy both files of the package in your Milkshape root folder and

restart Milkshape.

 

Click here to download this file

  • Upvote 1
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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  • 2 weeks later...
  • 2 weeks later...

Does this include MS' animation with joints etc?

Just asking because I need that so bad... :)

Using Leadwerks Professional Edition (Beta), mainly using C++.

Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz

Previously known as Evayr.

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I was working on one that supported animation, but I couldn't get the triangles to export properly.

 

I will release my code if anyone wants it.

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TylerH, getting access to your source would be great.

 

Evayr: Unfortunatly this version doesn't support animations. I have a version where animations are exported correctly,

but the bone orientation is wrong. I haven't worked out how to fix it, also Josh mentioned that this may be a bug within the

GMFSDK. Maybe with the source of TylerH I will be able to solve the problem.

  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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Here is the code:

 

Bones / Animation is the large commented out section. Not sure what state I left this in, but it worked, ish. Major problems, but it didn't crash.

 

#include "stdafx.h"
#include "msPlugInImpl.h"
#include "msLib.h"

#include "gmfsdk.h"



BOOL APIENTRY DllMain( HANDLE hModule, 
	DWORD ul_reason_for_call, 
	LPVOID lpReserved
				 )
{
switch (ul_reason_for_call)
{
	case DLL_PROCESS_ATTACH:
	case DLL_THREAD_ATTACH:
	case DLL_THREAD_DETACH:
	case DLL_PROCESS_DETACH:
		break;
}
return TRUE;
}



cMsPlugIn*
CreatePlugIn ()
{
return new cPlugIn ();
}



cPlugIn::cPlugIn ()
{
strcpy (szTitle, "Leadwerks GMF...");
}



cPlugIn::~cPlugIn ()
{
}



int
cPlugIn::GetType ()
{
return cMsPlugIn::eTypeExport;
}



const char*
cPlugIn::GetTitle ()
{
return szTitle;
}


int
cPlugIn::Execute (msModel *pModel)
{
if (!pModel)
	return -1;

GMFInitialize();

//
// check, if we have something to export
//
if (msModel_GetMeshCount (pModel) == 0)
{
	::MessageBox (NULL, "The model is empty! Nothing exported!", "Leadwerks GMF Export", MB_OK | MB_ICONWARNING);
	return 0;
}

//
// choose filename
//
OPENFILENAME ofn;
memset (&ofn, 0, sizeof (OPENFILENAME));

char szFile[MS_MAX_PATH];
char szFileTitle[MS_MAX_PATH];
char szDefExt[32] = "gmf";
char szFilter[128] = "GMF Files (*.gmf)\0*.gmf\0All Files (*.*)\0*.*\0\0";
szFile[0] = '\0';
szFileTitle[0] = '\0';

ofn.lStructSize = sizeof (OPENFILENAME);
ofn.lpstrDefExt = szDefExt;
ofn.lpstrFilter = szFilter;
ofn.lpstrFile = szFile;
ofn.nMaxFile = MS_MAX_PATH;
ofn.lpstrFileTitle = szFileTitle;
ofn.nMaxFileTitle = MS_MAX_PATH;
ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_PATHMUSTEXIST;
ofn.lpstrTitle = "Export GMF";

if (!::GetSaveFileName (&ofn))
	return 0;

TGMFMesh mesh;
TGMFSurface surface;

//Create the root mesh
mesh = GMFMeshCreate(NULL);

msVec3 pPosition, pRotation;

msModel_GetPosition(pModel, pPosition);
msModel_GetRotation(pModel, pRotation);

GMFEntitySetPositionRotationScale(mesh, 
	pPosition[0], 
	pPosition[1], 
	pPosition[2], 
	pRotation[0], 
	pRotation[1], 
	pRotation[2], 
	1, 
	1, 
	1);

int i, j, k, l, m, n;

/*///////////
// BONES //
///////////
TGMFBone bones[128];

// Bones
for (i = 0; i < msModel_GetBoneCount (pModel); i++)
{
	msBone *pBone = msModel_GetBoneAt (pModel, i);

	char szName[64];
	char szParentName[64];

	// Bone Name
	msBone_GetName (pBone, szName, MS_MAX_NAME);
	if (strlen(szName) == 0)
		strcpy(szName, " ");

	// Bone Parent Name
	msBone_GetParentName (pBone, szParentName, MS_MAX_NAME);

	// Bone Position and Rotation
	msVec3 Position, Rotation;
	msBone_GetPosition (pBone, Position);
	msBone_GetRotation (pBone, Rotation);

	// Check for parent bone
	int nParentBoneIndex = msModel_FindBoneByName(pModel, szParentName);
	msBone *pParentBone = msModel_GetBoneAt(pModel, nParentBoneIndex);
	//I has an idea hmmmm its -1 i.e. no parent, hence the >= 0 ah, i thought 0 was root..phail
	// Create Leadwerks Bone (Parented to mesh if a root bone, else parented to parent bone)
	if (nParentBoneIndex >= 0) {
		bones[i] = GMFBoneCreate(bones[nParentBoneIndex]);	
	}
	else {
		bones[i] = GMFBoneCreate(mesh);
	}

	// Set bone position and rotation
	GMFEntitySetPositionRotationScale(bones[i],
		Position[0],
		Position[1],
		Position[2],
		Rotation[0],
		Rotation[1],
		Rotation[2]);

	// Set bone name
	GMFNodeSetProperty(bones[i],"name",szName);
	GMFNodeSetProperty(bones[i],"parentname",szParentName);

	// Iterate all of the bone's position keys
	for (j = 0; j < msBone_GetPositionKeyCount (pBone); j++)
	{
		// Get position key
	msPositionKey *pKey = msBone_GetPositionKeyAt (pBone, j); 

		// Add position key to the bone entity
		GMFEntityAddPositionKey(bones[i], pKey->Position[0], pKey->Position[1], pKey->Position[2], pKey->fTime);
	}

	// Iterate all of bone's rotation keys
	for (j = 0; j < msBone_GetRotationKeyCount (pBone); j++)
	{
		// Get rotation key
	msRotationKey *pKey = msBone_GetRotationKeyAt (pBone, j); 

		// Add rotation key to the bone entity
		GMFEntityAddRotationKey(bones[i], pKey->Rotation[0], pKey->Rotation[1], pKey->Rotation[2], pKey->fTime);
	}
}*/

//////////////
// SURFACES //
//////////////

// Loop through all meshes (a MS3D mesh is a Leadwerks Surface)	
for (i = 0; i < msModel_GetMeshCount (pModel); i++)
{
	// Grab the mesh
	msMesh *pMesh = msModel_GetMeshAt (pModel, i);
	char szName[64];
	msMesh_GetName (pMesh, szName, 64);

	//Add a surface
	surface = GMFMeshAddSurface(mesh);

	// Set the surface name to the mesh name
	//GMFNodeSetProperty(surface,"name",szName);

	// Get material index
	int nMatIndex = msMesh_GetMaterialIndex (pMesh);

	///////////////
	// TRIANGLES //
	///////////////

	// Iterate all triangles in the current mesh/surface
	for (j = 0; j < msMesh_GetTriangleCount (pMesh); j++)
	{
		// Get a triangle per iteration
	msTriangle *pTriangle = msMesh_GetTriangleAt (pMesh, j);
	word nIndices[3];
		word nNormalIndices[3];

		// Get vertex indices of the current triangle
	msTriangle_GetVertexIndices (pTriangle, nIndices);

		// Get normal indices of the current triangle
		msTriangle_GetNormalIndices(pTriangle, nNormalIndices);

		// Get 3 vertices + normals per triangle
		msVertex *pVertex;

		msVec3 Vertex;
		msVec3 Normal;
	msVec2 uv;

		//////////////
		// VERTICES //
		//////////////
		unsigned short v1,v2,v3;
		v1 = v2 = v3 = 0;

		// Vertex 1 from the 1st index 
		pVertex = msMesh_GetVertexAt(pMesh, nIndices[0]); // Get vertex

		msMesh_GetVertexNormalAt(pMesh, nNormalIndices[0], Normal);

		msVertex_GetVertex (pVertex, Vertex);
		msVertex_GetTexCoords (pVertex, uv);

		// The surface should be full of vertices, normals, UVs, colors, etc. stuff...
		// Because of this call
		v1 = GMFSurfaceFindVertex(surface,
			Vertex[0],		// X
			Vertex[1],		// Y
			Vertex[2],		// Z
			Normal[0],	// Normal X
			Normal[1],	// Normal Y
			Normal[2],	// Normal Z
			uv[0],				// U0 Texture Coordinate
			uv[1]//,				// V0 Texture Coordinate
			//uv[0],						// U1 Texture Coordinate	
			//uv[1],						// V1 Texture Coordinate
			//255,					// Vertex Color Red
			//255,					// Vertex Color Green
			//255,					// Vertex Color Blue
			//255						// Vertex Color Alpha
			);	

		// Vertex 2 from the 2nd index 
		pVertex = msMesh_GetVertexAt(pMesh, nIndices[1]); // Get vertex

		msMesh_GetVertexNormalAt(pMesh, nNormalIndices[1], Normal);

		msVertex_GetVertex (pVertex, Vertex);
		msVertex_GetTexCoords (pVertex, uv);

		// The surface should be full of vertices, normals, UVs, colors, etc. stuff...
		// Because of this call
		v2 = GMFSurfaceFindVertex(surface,
			Vertex[0],		// X
			Vertex[1],		// Y
			Vertex[2],		// Z
			Normal[0],	// Normal X
			Normal[1],	// Normal Y
			Normal[2],	// Normal Z
			uv[0],				// U0 Texture Coordinate
			uv[1]//,				// V0 Texture Coordinate
			//uv[0],						// U1 Texture Coordinate	
			//uv[1],						// V1 Texture Coordinate
			//255,					// Vertex Color Red
			//255,					// Vertex Color Green
			//255,					// Vertex Color Blue
			//255						// Vertex Color Alpha
			);

		// Vertex 3
		pVertex = msMesh_GetVertexAt(pMesh, nIndices[2]); // Get vertex

		msMesh_GetVertexNormalAt(pMesh, nNormalIndices[2], Normal);

		msVertex_GetVertex (pVertex, Vertex);
		msVertex_GetTexCoords (pVertex, uv);

		// The surface should be full of vertices, normals, UVs, colors, etc. stuff...
		// Because of this call
		v3 = GMFSurfaceFindVertex(surface,
			Vertex[0],		// X
			Vertex[1],		// Y
			Vertex[2],		// Z
			Normal[0],	// Normal X
			Normal[1],	// Normal Y
			Normal[2],	// Normal Z
			uv[0],				// U0 Texture Coordinate
			uv[1]//,				// V0 Texture Coordinate
			//uv[0],						// U1 Texture Coordinate	
			//uv[1],						// V1 Texture Coordinate
			//255,					// Vertex Color Red
			//255,					// Vertex Color Green
			//255,					// Vertex Color Blue
			//255						// Vertex Color Alpha
			);	

		//GMFSurfaceAddTriangle(surface, nIndices[0], nIndices[2], nIndices[1]); 	
		GMFSurfaceAddTriangle(surface, v1, v2, v3); 	
	}

	//////////////
	// MATERIAL //
	//////////////
	//brb fixing a desktop comp.
	msMaterial *pMaterial = msModel_GetMaterialAt(pModel, nMatIndex);
	char szDiffuseTexture[64];
	msMaterial_GetDiffuseTexture(pMaterial, szDiffuseTexture, 64);

	// Set surface material to the mesh material
	GMFNodeSetProperty( surface, "material", szDiffuseTexture );

	/*//////////////////////
	// BONE ATTACHMENTS //
	//////////////////////

	// Vertex Bone Indices / Bone Weights
	for (j = 0; j < msMesh_GetVertexCount (pMesh); j++) // Thanks to Christian for being a beast. 
	{
		// Vertex Ex structure
		msVertexEx *pVertexEx;

		// Grab vertex bone indices and bone weights
		pVertexEx = msMesh_GetVertexExAt(pMesh, j);

		// Loop through the 3 possible bones, attach vertices to the Leadwerks Bones on the surface
		for (k = 0; k < 3; k++)
		{
			int nBoneIndex = pVertexEx->nBoneIndices[k];
			byte nBoneWeight = pVertexEx->nBoneWeights[k];

			if (nBoneIndex >= 0 && bones[nBoneIndex] != NULL && nBoneWeight != -1)
				GMFSurfaceAttachVertex(surface, j, bones[nBoneIndex], (float)nBoneWeight); 
		}
	}*/

	//////////////////////////
	// TANGENTS & BINORMALS //
	//////////////////////////

	// Calculate binormals and tangents for the surface
	GMFSurfaceCalculateBinormalsAndTangents(surface);
}

///////////////
// SAVE FILE //
///////////////

GMFMeshSaveFile(mesh, szFile);

// dont' forget to destroy the model
msModel_Destroy (pModel);

GMFTerminate();

return 0;
}

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

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IconVisualStudio16.png Visual Studio 2010 Ultimate google-Chrome.png Google Chrome PhotoshopLinkIndicator.png Creative Suite 5 icon28.gif FL Studio 10 MicrosoftOfficeLive.png Office 15

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csharp.png Expert cpp.png Professional lua_icon.png Expert BMX Programmer

-----

i-windows-live-messenger-2009.pngskype-icon16.pngaim_online.pnggmail.pngicon_48x48_prism-facebook.pngtunein-web.pngyahoo.giftwitter16.png

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