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Extend 3ds Max file parser to be a standalone exporter #677

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kaetemi opened this issue Feb 21, 2023 · 5 comments
Open

Extend 3ds Max file parser to be a standalone exporter #677

kaetemi opened this issue Feb 21, 2023 · 5 comments

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@kaetemi
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kaetemi commented Feb 21, 2023

Extend 3ds Max file parser to be a standalone exporter.

For the 3D, skeleton, and animation data, export it into an intermediate format (GLTF or Blender) that can be imported to NeL format by Assimp.

NeL properties on nodes and NeL materials should be exported into a metadata file that is saved alongside the intermediate format. See the Assimp to NeL importer source code comments on how this will work.

See:

@kaetemi kaetemi added this to the Ryzom Core 5 milestone Feb 21, 2023
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kaetemi commented Feb 21, 2023

(For landscape patch editing we will need a new standalone editor GUI as well.)

(And for scene editing an editor as well, maybe the same.)

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kaetemi commented Feb 21, 2023

Initial candidates are weapons and bot objects, since they don't have any animations or other complexity.

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kaetemi commented Feb 21, 2023

The goal is not to replace 3ds Max for authoring content, but to allow shifting to whichever is your preferred editor of choice.

It is a goal to remove 3ds Max as a requirement for building the assets, so only a subset of features will be permitted in max files.

The plugins for 3ds Max will also be deprecated for this, and a standalone tool for editing the material and properties metadata files should be built.

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kaetemi commented Feb 21, 2023

Example GUI for NeL material and property editor.

image

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kaetemi commented Feb 21, 2023

Texture selection widget with asynchronous loading and thumbnail caching is already somewhere in the code repository.

image

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