willams9991;3853836 said:@Arianos10
and audio files on any news?
if you want any information about it can send me a PM.!
Send me anything you know so far
dissectionalone;3853818 said:arianos10,
Do you think this year would be possible to expand on eventual cross-format conversions between the various Rx3 files from the various games? (11, 13, 14, 15, 16) Do you think the difference in the geometry of the new head models is significant in comparison to the 15 models?
Or could the differences be only the way the models are rigged?
Would be great if we could actually get access to the rigs... That could pave way for custom/tweaked animations and more flexibilty with different models perhaps... Too bad Fifa doesn't resemble GTA on that part of modding, because that would be really cool.
Cheers and thanks for the amazing tool
ac12;3853929 said:Rinaldo's work is fantastic, but in practice the software Rinaldo does not make a conversion, but a morphing.
3ds Max was and you can morph, while in blender there was also a tool for morphing, but has not been developed. I think that a good programmer could do it. The principle is simple: a 3d file (which we call A) is constituted by a set of points of known coordinates, for obtaining a file identical to A, starting from another file (with the same number of points, and which we shall call B ), must move the points of B to the coordinates of the file A.
Then, using as a basis a file FIFA 2016, established a number of vertices identical to one in 2015, move the points of 2016 to that of 2015 we will have a file of 2016 with the coordinates of 2015.
So if the two files have the same number of coordinates, it will be possible this year conversions.
I think that you can do this yourself.
dissectionalone;3853958 said:@ac12,
You've summed up the concept of morphing perfectly, mate
Morphs are simply the information of deltas (vertice coordinates) that are shifted in the 3d space to change the appearence of a part or the whole of a model.
It would be nice if we knew what factor is used to determine the variation in the vertex count from the models (going to 11 Rx3 format to 13, 14, 15 and 16) because that could help conversion of models... There have been older models (from fifa 12 and 13) that were great and haven't been reproduced for the next Fifa's.
If we could figure out what kind of subdivision was used it would help give those models the vertex count needed to make those models "morphable" so to speak
Well i have to agree and disagree in some things. I made some investigation today as well trying to figure out what the new sections in the model files are.
Before i go on the details, i am pretty sure that the current script should be able to edit fifa 16 files, in the same manner with fifa 15. This extends of course to ALL models that are edited with the general overwriter. just the vertices sections are tweaked. EVERYTHING else stays intact.
Now on the details. There are 2 new types of sections, nothing fancy at all.
The first type contains another set of indices for the surfaces of the model. And 99.99999999999% it is describing quads. Reading and parsing the model went smoothly, and if i judge from some maya screenshots during EA's studio interviews, i think this is a remnant of the conversion from the nurbs surfaces that they initially model (or scan) the faces. I have no idea where this is used i am confident that i can recreate that but its useless for the time being
Now the second type is an even more waste of space. Almost half of the file is consumed on this section and it has nothing else than information about the number of faces that a vertex belongs too. Again i have no idea how that could be used ingame.
Another thing that i noticed was that some models have MORE blendindices than fifa 15. This means finer tuning on the faces and therefore better facial animations.
These new sections could be one of the problems that fifa 15 faces don't look good in fifa 16. In other words, even if the bones where exactly the same the model could have illumination problems because of the lack of those sections.
Now about the morphing. It looks like morphing but i am not sure if this is what is going on ingame, thats why i wouldn't like to use that term and stick to bone terminology.
I am not sure if any of you has ever used a specific flag i have implemented a long time now called bone groups. What this does is to parse all the blendindices from each vertex and practically create bone groups (stored as vertex groups) with a name of the corresponding bone. This organizes ALL the vertices of the faces into vertex groups which DO have sense.
So i am again 99% sure that what Rinaldo is doing is to simply find the index of the bone that controls the neck vertices from fifa 14, find the same id from the fifa 15 face and simply swap the id indexes, convert them from the old index to the new index and vice versa. This should work, its a very time consuming process which i am not interested in doing. If anyone supplies me that bone indices swapping i will be happy to try to write a converter.
Now about morphing, morphing again SHOULD happen in bone level. I've never parsed those settings, but in 3d models ALWAYS along with the blendindices come the blendweights. And these floats do EXACTLY that, they decide how the vertex will move with the movement of a specific bone.
I would spend some more time on this (as i have successfully done already in nba 2k15 for those who may have noticed), but i am missing the skeleton data. I've posted skeleton pics in the past, of the skeleton being not in a stable form. The only thing i have is a bunch of matrices, no bone hierarchy, no bone position nothing at all. That means that i have no way of applying those weights.
Within the game files this year i found a skeleton.rx3 I'll try to work more on this and hopefully find something useful.