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Ryzom models and animations converted to a useful format!

PostPosted: 03 Dec 2013, 17:00
by Julius
Great news everyone, some guy managed to convert the whole of those stubbornly difficult to work with 3dsmax files from the Ryzom project (all CC-By-SA) into the easy to work with .iqe!!!

http://media.ryzom.com/ (original source)

https://bitbucket.org/ccxvii/ryzom-assets/overview (converted models)

https://github.com/ccxvii/asstools (importer for Blender)

This is huge as there is a really nice set of characters and high quality animations usable under a FOSS license now!

Re: Ryzom models and animations converted to a useful format

PostPosted: 04 Dec 2013, 10:20
by andrewj
Cool.

Re: Ryzom models and animations converted to a useful format

PostPosted: 14 Aug 2014, 19:21
by Julius

Re: Ryzom models and animations converted to a useful format

PostPosted: 24 Sep 2014, 14:46
by rogerdv
Need some help here, can somebody upload both repos to an easily downloadable host supporting resume, like dropbox? My link is quite slow, git never finishes cloning and direct download doesnt report total size.

Re: Ryzom models and animations converted to a useful format

PostPosted: 25 Sep 2014, 12:41
by Julius
Sorry, but I am also blessed with a very slow connection right now. Doesn't git clone progressively, i.e. downloads one file at a time and when you sync again it downloads the next ones? At least SVN does it like that I believe.

Re: Ryzom models and animations converted to a useful format

PostPosted: 04 Oct 2014, 18:00
by rogerdv
Negative, git start over again and again. If download fails, you are screwed.

Edited by Charlie: No pointless profanity please.

Re: Ryzom models and animations converted to a useful format

PostPosted: 21 Feb 2015, 03:43
by andrewj
Just been bitten by the same thing as rogerdv, downloading from bitbucket seems to work but at last minute there was a "unexpected hang up on remote end" and, incredibly annoying, everything which had been downloaded was deleted.

So I don't know how anyone is supposed to get those IQM/IQE models from bitbucket if "git clone" never works....

Oh I found a "download as zip" link, some sanity at last.... but it doesn't work, the repository is "too big" apparently O_o.

Re: Ryzom models and animations converted to a useful format

PostPosted: 23 Feb 2015, 16:19
by rogerdv
Indeed, the zip doesnt supports resume and it is hughe (at least for my link): I havent reached more than 3gb.

Re: Ryzom models and animations converted to a useful format

PostPosted: 11 Dec 2015, 12:22
by Julius
Nice open source tool to work with the Ryzom .iqe files linked above and retarget the animations etc.:
http://www.moddb.com/mods/r-reinhard/ad ... owser-v212

Video of functionality:
http://www.moddb.com/mods/r-reinhard/vi ... 212-teaser
(sadly windows only right now it seems).

Re: Ryzom models and animations converted to a useful format

PostPosted: 11 Dec 2015, 18:02
by Andrettin
Good news :)

Re: Ryzom models and animations converted to a useful format

PostPosted: 13 Jan 2016, 13:05
by Julius
For those struggling with getting these to work in Blender:
I recently had some relatively good luck with other .fbx and .iqm models by opening them in a tool called Noesis ( http://www.richwhitehouse.com/index.php ... ojects.php ; runs fine with WINE under Linux) and exporting that to Collada .dae. This then imports often fine in Blender and you can even get the correct bone chains if you play around with the import settings a bit.
Didn't try this with the Ryzom assets so far though.

Edit: I just tried it now, and it seems the above trick does not work (noesis struggles with .iqe it seems), however the .iqe imports quite fine into Blender3D 2.76b to my surprise. I guess that is because the Blender importer was written by the same person who converted the Ryzom assets into .iqe :D
The only problem is that the animations are in multiple files, but since .iqe is a ascii format it seems possible to edit them together with a text editor: https://github.com/ccxvii/asstools/issues/4