I was wondering if anyone could walk me through (or point me to a walkthrough) of how to convert model .dats in FFXI to a full character in armor as an OBJ file? I'm wanting to import them into Maya, but haven't come across any information so far that has helped me figure it out... thanks for the help in advance!
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Re: Converting FFXI models to OBJ?
Cool... I'll give it a shot!
Also... I'd say my weakest areas are modeling, texturing and rendering. Since the modeling is pretty much done, I was wondering if you might be able to give me some pointers for global illumination rendering?
Thanks again for your help!!Ryadbraman
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Re: Converting FFXI models to OBJ?
Well, after a bijillion tries, I still can't get mqo files into maya. Everything I try to save the mqo as in Metasequoia LE seems to cause errors when importing into other programs (PolyTrans). I just don't know how to get this model into Maya, and it really seems like it shouldn't be this difficult... can anyone help??
I tried the suggestion of importing into Shade, but the demo version wouldn't allow me to export or save as. I also tried to use DoGa (couldn't import), and MarbleCLAY, which I was able to use to export as lwo that PolyTrans could read. However, with the export of PolyTrans to obj, I'm missing every fifth polygon, and when I try to patch the holes, the texture is way off in the filled areas. There's gotta be an easier way to do this...Ryadbraman
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Re: Converting FFXI models to OBJ?
Ok, for anyone interested, here's how I finally did it...
1) Open FFXI Model Viewer, set up character, save Set To MQO.
2) Open MQO file in Metasequoia LE and save again. (Paranoia step... might be skipable.)
3) Open MQO file in MarbleCLAY. Export as 3ds.
4) Open 3ds file in PolyTrans (registered version... yuk). Export as .obj.
5) Import OBJ into Maya 6.5.
Using these steps, I still had to reconnect the texture files to the materials in the OBJ file, but the UVs were still properly mapped. Anyway, enjoy!Ryadbraman
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Re: Converting FFXI models to OBJ?
Originally posted by RyadbramanOk, for anyone interested, here's how I finally did it...
1) Open FFXI Model Viewer, set up character, save Set To MQO.
2) Open MQO file in Metasequoia LE and save again. (Paranoia step... might be skipable.)
3) Open MQO file in MarbleCLAY. Export as 3ds.
4) Open 3ds file in PolyTrans (registered version... yuk). Export as .obj.
5) Import OBJ into Maya 6.5.
Using these steps, I still had to reconnect the texture files to the materials in the OBJ file, but the UVs were still properly mapped. Anyway, enjoy!
Ryadbraman for all the work ive seen you out into converting them I hope you have some really nice renders for us lol.
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Re: Converting FFXI models to OBJ?
Well, that may take a while... my main motivation to importing these characters in the first place was to build my own rig for animating them, or making custom poses for renders/sigs. I suck at modeling, and while I do intend on practicing that soon enough, I'm more interested in rigging and animation, so I figured why not make some great renders with FFXI models and get rigging/animation practice at the same time?
Speaking of rendering, though... I'm not great with global illumination setups. I thought I saw somewhere that there's a renderer or plugin for Maya that was basically a GI renderer. I dunno... haven't had a lot of free time to research it, but if anyone has experience with GI rendering, I'd appreciate some pointers.Ryadbraman
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