SIMPLE TMD / MIME VERTEX ANIMATION VIEWER

Programming examples for the Psy-Q SDK
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isufje
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SIMPLE TMD / MIME VERTEX ANIMATION VIEWER

Post by isufje » June 28th, 2012, 2:57 pm


SIMPLE TMD / MIME VERTEX ANIMATION VIEWER

Username: Isufje
Project Title: TMD / MIME VIEWER
Time to Complete: -
SDK: PSY-Q
Genre: Utility
Latest Release: -
In Development: -
Initial Release Date: -
Last Date Updated: -
Controller: pad
Players: none
Memory Card: 0 Block
Languages: -
Burn and Play: Yes
Executable Included: No
Source Included: Yes

This is what I use when I want to do a quick animation run or just check out a 3D model.
2 example models are included, and 2 animations.


Image

ISO: http://205.196.123.190/43owpr1dnqgg/uuo ... MDVIEW.iso
Source: http://205.196.123.194/7cg04mj8g4tg/y32 ... source.rar


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gwald
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Post by gwald » January 30th, 2016, 12:02 pm

on no$psx I get a black screen... it doesn't crash tho strange

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Greg
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PlayStation Model: SCPH-7501
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Post by Greg » January 30th, 2016, 4:14 pm

Work with NO$PSX ver 1.9 on win XP and with ePSXe ver 1.6.0
1 x SCPH-7501, 2 x SCPH-7001, 2 x SCPH-5501
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB

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gwald
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Post by gwald » January 31st, 2016, 3:33 pm

Strange, same version.. I've tried a few virtual box OS's and it doesn't work..
But No$PSX is the only which does work in VB for me anyway.
It works fine in linux with PCSXR :D
Good little test app @isufje, thankyou!

RetroProgramming
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Post by RetroProgramming » November 30th, 2017, 3:18 am

what software did you use to anímate the model with vertex animation and how you exported it to include it in the source? :praise

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LameGuy64
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Post by LameGuy64 » December 1st, 2017, 9:06 am

I'm pretty sure he used one of the MIME tools that came with the PlayStation SDK. If I remember correctly, you basically take 2 models (one as a base and another as a keyframe) in TMD format which you both run in MIMESORT which will generate a keyframe file containing the vertex differential between the two models.

The downside of this animation method is that because its vertex animation, the transitions may look like the model is warping if you don't create enough keyframes.
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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Post by NITROYUASH » January 25th, 2019, 12:38 am

LameGuy64 wrote: December 1st, 2017, 9:06 am I'm pretty sure he used one of the MIME tools that came with the PlayStation SDK. If I remember correctly, you basically take 2 models (one as a base and another as a keyframe) in TMD format which you both run in MIMESORT which will generate a keyframe file containing the vertex differential between the two models.

The downside of this animation method is that because its vertex animation, the transitions may look like the model is warping if you don't create enough keyframes.
In this example the MIMEFILT.EXE was used for creating VDF file.
Looks like MIMESORT is not required here.

Code: Select all

	md0.tmd		Base model
	md1.tmd		Deformed model for MIMe motion-1
	md2.tmd		Deformed model for MIMe motion-2
	md3.tmd		Deformed model for MIMe motion-3
	md4.tmd		Deformed model for MIMe motion-4
	md0.vdf		Differential vertex file
	md0.ndf		Differential normal file (if used "-n" option)

	mimefilt -n md0.tmd md1.tmd md2.tmd md3.tmd md4.tmd

RetroProgramming
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Post by RetroProgramming » January 12th, 2022, 6:42 am

How did you make the Model Single Mesh, I mean that for each Texture it is by separate Polygon but here in a Single Object that has multiple textures, how did you do it? Is there a Blender plugin or Addon that can do that?

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