July 10Jul 10 I'm reverse-engineering the 3D model formats used by King's Bounty: Crossworlds (2009, Katauri Interactive, The engine is called "The Engine" — a custom DX9 engine).Formats:- .bma — mesh + skeleton (skinned, with bind matrix)- .bsa — skeletal animation (per-bone translation/rotation/scale over time)My approach is to convert from Mixamo FBX to BMA and BSA. But no matter what I try, the final converted model turns out wrong — like this:FBX demo like this:The skeleton is severely misaligned.Based on experience, what could be causing this? ThanksI'm not sure what files I should provide. Please let me know what you need and I'll upload them. Edited July 10Jul 10 by neptunehs
July 11Jul 11 Supporter Hi, without knowing what you did exactly it's hard to tell. Maybe wrong weightings or wrong bone hierarchy.Is the NPC on your first screen in idle mode or is it a defense animation?Your Mixamo fbx to BMA workflow:1) did you try it with an unchanged model?2) did you compare the original BMA to the one created by Mixamo? Edited July 11Jul 11 by shak-otay
July 11Jul 11 Author it's an idle mode,everything like blades fly over1) sorry but what's unchanged model?2) yes,but can't find anything useful,can anyone experienced teach me what should I focus to compare?Thanks Edited July 11Jul 11 by neptunehs
July 11Jul 11 Supporter 1) I meant to use an original bma file, converted to FBX to be usable in Mixamo, and then converted back with not changing anything to assure the work flow is correct2) that's not a sufficient answer from a "reverse engineer", imhoSo you'll need to wait for a teacher.edit: as a start I'd suggest to create a skeleton smd file from the Mixamo fbx (using Noesis, for example) and compare it to the skeleton of the original BMA file. Edited July 15Jul 15 by shak-otay
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