yobj news - dadydodo - 07-21-2014
does anyone has any Idea what Is this mean http://sf4mods.blogspot.com/2014/05/yobj-model-format.html
yobj news - OldAgeGamer - 07-21-2014
Dont Know but maybe we can convert ps2 yobj to psp version
yobj news - ryokudou - 07-22-2014
maybe we can replace the bones system with this
yobj news - ERI619 - 07-23-2014
dadydodo Wrote:{ Jul 21 2014, 01:04:15 PM } - does anyone has any Idea what Is this mean http://sf4mods.blogspot.com/2014/05/yobj-model-format.html I saw this about 3 weeks ago,YOBJ format is the same for PS2 and PS3,except the fact that PS3 model has greater no of bones.SYM and HCTP models can be made to work by fixing the bone data and mesh data of the mouth object and the arm object.These are the two parts which has trouble when imported to newer games.
yobj news - ryokudou - 07-23-2014
maybe you should share this to everybody who have mastered hex
yobj news - dadydodo - 07-23-2014
sorry guys but in graphics I am a loser I don't know what the bone system means or meshes especially maybe I can help with hex fixing but I need to know first an explanation for meshes & bones system
yobj news - ryokudou - 07-23-2014
ask the one whos post that maybe? tekken57?
yobj news - ERI619 - 07-23-2014
dadydodo Wrote:{ Jul 23 2014, 11:38:00 AM } - sorry guys but in graphics I am a loser I don't know what the bone system means or meshes especially maybe I can help with hex fixing but I need to know first an explanation for meshes & bones system A bone system - aka skeletal system - is a technique used to create skeletal animations. A skeletal animation consists of a skin mesh and an associated bone structure, so moving a bone will move the associated vertices of the mesh, exactly as happens in reality: we each have a skeletal structure with muscles and skin on it.
This kind of system involves some elements:
The object mesh (usually you can use a single mesh, but also more than one)
Using weighted vertexes
A skeleton for the mesh, composed by a hierarchy of
Bones
Joints
The mesh is connected with the skeleton. Each vertex of the mesh is associated to a bone (or more than one) and has a weight, which means how much bone movement affects the vertex movement. Each bone in the skeleton is connected to two joints, and each joint is connected to at least one bone. When you have to do an animation, just pre-calculate the key-positions of your skeleton (maybe with a 3D editing program, like Blender or MaYa), then create an algorithm that calculate interpolation between movements. Finally, just apply the interpolation of the vertices basing your calculations on the vertex weights and bone hierarchy.
![[Image: Model_example.png]](http://content.gpwiki.org/images/9/9d/Model_example.png)
The act of connecting a mesh to a bone structure is called "skinning". When you apply a skin you should also define vertex weights for each bone. Usually this is done in the 3D modeling software (I love Blender, and it allows you to do this), then you can export the mesh with weighted vertices, bones and textures (if you need to). Sometimes, programs allow you to import a pre-made skeletal structure, then you can build your mesh around it. This is common with highly-customizable games. For example, if you want to build your own character in UT/Quake, just open the default skeletal structure with a modeling program (like MilkShape 3D, which comes with importer/exporter and pre-made skeletal structures), build your model around it, and export the mesh for the game you want to mod. As you can see, it's easy to make new characters with a bone system: just create a mesh and associate the vertices.
yobj news - dadydodo - 07-23-2014
it's so complicated!!
yobj news - ryokudou - 07-23-2014
just try bones leave the mesh
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