MarbleClay documentation

garcia
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MarbleClay documentation

Post by garcia »

Download moved here: https://github.com/gwald/MarbleClay_TMD_PSX/


Fan translation of MarbleClay documentation

Note!
:bananamad: First post not maintained, see the last post for the latest version and info, read below for general info first. :bananamad:

Download
MarbleClay homepage: http://escargot.la.coocan.jp/MCLFrm.html

PlayStation (Net Yaroze) related stuff.
Requires this VM or similar Net Yaroze setup for it to work:
https://archive.org/details/net-yaroze- ... xp-vm-2022

General game development related stuff.
The RSDExporter and the batch tool also exports in OBJ format, the examples use assimp for conversion and viewing.
https://github.com/assimp/assimp
If you're game engine of choice supports command line interfacing, then it would must likely work with the batchtool plugin for Marbleclay.

If your only interested in the translations files just overwrite the contents of resource, help, helpimg and tutorial.
Make a backup first etc.

If you're installing it for the first time, recommend installing to:
C:\MarbleCLAY
Not C:\MarbleCLAYb64 or anything else (especially if you're using the gamedev/playstation related plugins).

Start MarbleClay, go through the start up wizard.
Make sure it works... make a backup before overwriting anything!

:bananacheers:




After finding TS, I found MarbleClay via Cellulo's list: viewtopic.php?t=3687&hilit=marbleclay


Marbleclay isn't a TS replacement, but with better documentation, MC is a very good and simple modeler, with modern feel and features.

I started translating the UI with better English that makes sense, and added tips.
Attachments
English.str.zip
save file as: MarbleCLAY\Resource\English.str
(14.34 KiB) Downloaded 175 times
Last edited by garcia on 13 Jan 2025, 06:49, edited 6 times in total.
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Re: MarbleClay documentation

Post by garcia »

MC handles both tri's and quad's pretty well, so I thought I would try creating a quick and simple script to find bad quads.
It uses this algo: https://www.geeksforgeeks.org/program-t ... e-coplanar
This is my first lua script :D I left my debugging print's.
image
image
qtest.lua.zip
(2.28 KiB) Downloaded 122 times
This is useful, for models where quads must be flat, ie: playstation RSD/TMD format.
PSX
PSX
This top image has transparency on, which looks like gaps, but it's not :)
-- About:
-- MarbleCLAY Script to find single bad quad (and remove it) in the selected object.
-- Bad quads are quads (4 vert objects) and not flat, ie the quad verts are not on the same plane, or not Coplanar.
-- The removed quad can be reinstated via CTRL-Z


-- Instructions:
-- Put file in MarbleCLAY\Script\ run via Option->script->Execute Script or via the script window.
-- just enter script name (without .lua) and hit enter or double click the script name in the script window to rerun.

-- MC Dev docs:
-- This file was copied from the Flip.lua example
-- https://web.archive.org/web/20160612052732/http://homepage3.nifty.com/escargot/DownLoadFrm.html (MarbleSDK beta5.6)
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Re: MarbleClay documentation

Post by garcia »

I made this video at the start of 2023, a few weeks after discovering MC, and frustrated that texturing wasn't documented in the help/tutorial and before discovering how easy it is to change the English in the UI.
https://www.youtube.com/watch?v=EG2vP54UWsc


https://www.youtube.com/watch?v=EG2vP54UWsc[/youtube2]




In case you want to use MC in Win10 it works fine for me in VMware!
I add the this driver dll to the MC folder:
win10-MarbleClay-vm3dgl.zip
(1.07 MiB) Downloaded 128 times
Here is the translation file in English for more tips:
Known issues with MarbleCLAY running on Windows vista
2008/3/17

1. Incorrect display in OpenGL
It happens a lot when using Intel's onboard video.
If you have a (especially light) laptop, Intel's onboard video
It is likely that it is in use.

Workaround:
Download and install the latest driver from Intel's web page
please give me. It might solve your problem.

2. When displaying OpenGL, remnants of the rubber band remain on the screen
Windows Vista uses DirectX for drawing windows. in that regard
The behavior of OpenGL has also changed. probably due to the influence
Rubber band used by MarbleCLAY (lines drawn when selecting a range, etc.)
is not displayed correctly.

Workaround:
It doesn't look good, but it doesn't affect internal operation.
If you want to display the same as before Windows XP,

Right click MarbleCLAY.exe
→ properties
→ compatibility tab
→ Check "Disable desktop composition"

and turn off window drawing by DirectX when running MarbleCLAY
Please be so.

Side effects:
If you do the above, if MarbleCLAY is running, Windows Vista
Translucent display function is disabled.

3. When switching to the display mode using OpenGL Vertex/Pixel Shader
You may experience issues with your video card stopping working. (Confirmed with GeForce8800GT)

This problem is also caused by the fact that Windows Vista uses DirectX internally.
It seems that.

I don't know if it can be reproduced with other video cards. (In GeForce 7900GS
I remember that it did not occur) Operation with ATI card and GeForce8800GT
We would appreciate your report.

Workaround:
It can be dealt with in the same way as problem 2.
More about this source text
Source text required for additional translation information
Send feedback
Last edited by garcia on 30 Apr 2023, 11:06, edited 1 time in total.
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Cellulo
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Re: MarbleClay documentation

Post by Cellulo »

Thanks for the new translation Garcia, but i have a problem, i want to retest MarbleCLAY but it fail to launch, and ask me to launch update after copying files in Marbleclay's folder but there is no update file or menu, MarbleCLAY stay in the console menu nothing happen.
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Re: MarbleClay documentation

Post by garcia »

Cellulo wrote: 30 Apr 2023, 07:45 Thanks for the new translation Garcia, but i have a problem, i want to retest MarbleCLAY but it fail to launch, and ask me to launch update after copying files in Marbleclay's folder but there is no update file or menu, MarbleCLAY stay in the console menu nothing happen.
Yes, i had that problem also, I thought it was just me :/
I downloaded 58a https://web.archive.org/web/20110905123 ... AYb58a.zip

And copied 64 executable back into it, removed the ini file and it recreates it.
I think that's all I did.

I've started translating the help also.. i'm probably 1/3 through.
Attachments
tutorial-help2.zip
(50.41 KiB) Downloaded 169 times
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Re: MarbleClay documentation

Post by Cellulo »

Thanks Garcia, it's very strange, i can launch the files from my old Hd without any problems, maybe i made something wrong in the zipped files from my Homepage, i need to check this and replace it if needed.

This little 3D program is cool because you can fix the ROK file symmetry easily from the Hexagreat 3D program. I have create a shortcut key for this.

The help files is created by MekaHelp.exe by creating html pages files, i believe it's already translated in english,

You fixe some typos errors ?
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Re: MarbleClay documentation

Post by garcia »

The english docs were translated using machine translation... like google translate, it it was very hard to understand.
I translated the UI, tutorial and now help following the translation and adding to it.
The Japanese documents translated via google translate were more helpful, then the ones translated 10 years ago.
But it was mostly trial and error, understanding the meaning and testing it, and then noting it.

I tried Hexagreat 3D, but I couldn't understand the 3D perspective angle that it does.

MC, is very simple and powerful little app!

I programmed a RSD (PlayStation 3D format) exporter and a background batch tool with MC's SDK :bananacool2:

https://cdn.discordapp.com/attachments/ ... Plugin.mp4
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Re: MarbleClay documentation

Post by Cellulo »

I have fixed a letter in the Configuration file dialog box title (Configration).

Nice work for the rsd psx format :bananathumb:

It seem that the Marbleclay homepage is not dead, but no new version, i need to change the link on my homepage.

Here the new link: http://escargot.la.coocan.jp/MCLFrm.html

Hexagreat 3D is fun 3D app, but sadly works partially on Win10 ( crash with file save menu, and open file menu) yesterday i have tried to fix this problem but without success, i know it need some missing dll but too much dll to download one by one after using Dependency Walker tool.

The best way is to launch Hexagreat 3D on Win XP or a virtual Winxp on Win 10 but 3DACe can do the same work than Hexagreat 3D with better tools.
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Re: MarbleClay documentation

Post by garcia »

:)
I want to do a similar plugin with TS, I'm using TS 7 for 3D animation and like the button/batch workflow.

Hey, thanks for sharing the news about the website! That's great news it back :) :bananalove:

:bananaguitar:

I did try hexagreat in winXP VM also, I'll have a quick try in my win10 VM.
I downloaded it from your site, and it worked fine for me with no issue in VMware 17 with 3D enable running win10 build 17763.1.
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Re: MarbleClay documentation

Post by garcia »

Here is my plugin, scripts and translations (UI, Help & Tutorial) for MarbleClay (http://escargot.la.coocan.jp/MCLFrm.html)
Download the latest version and extract to C:\MarbleClay
Extract the content of the zip file over the existing files.
Read the included .txt files for more information.

If you're into gamedev, that's not playstation related, you still might be interested, as the batch interface also quickly exports Wavefront OBJ files! :D
MC-OBJ-EXPORT.jpg
The script files are there mostly as examples and the qtest.lua (quad coplanar test) is useful.
The source code is very hacky mess and not great!

If you find MarbleClay useful, email the developer for your own registration code to unlock full model saving, see the app help for more information.

The plugin is version 2 and still early release, i've yet to use it in anything serious, so I expect bugs... so for help, feedback, or bug report, post here!

I plan on doing something similar with TrueSpace (probably 7 because of the better API, not sure), a button to export scene, objects and materials etc, in collada format and runs shell commands like a script :mrgreen:

I'll do a quick video, with the MarbleClay samples.

MarbleClay-RSD-OBJ-Batch-Script-v2.1.zip
fixed script for OBJ exports, not requiring anything
(2.77 MiB) Downloaded 166 times
Attachments
MarbleClay-RSD-OBJ-Batch-Script-v2.zip
(2.77 MiB) Downloaded 113 times
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Re: MarbleClay documentation

Post by garcia »

I've fixed up a few little things in v2.2:
MarbleClay-RSD-OBJ-Batch-Script-v2.2.zip
(3.29 MiB) Downloaded 174 times
The workflow is a lot better for it, I think now it's time to do something with it :)
Added the English translated docs in the help folder as html files, just incase the help launcher isn't working for you.

A 30min video talk through of the plugins, not so much how to use MC.
https://www.youtube.com/watch?v=TjLy36A94jo

https://www.youtube.com/watch?v=TjLy36A94jo[/youtube2]


--- update.
Note: A material is required before exporting to RSD (fixed in next release).
Optimize your final export by removing unused verts: Menu -> select -> single edges, if not, your TMD will be alot bigger then it needs to be.
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Re: MarbleClay documentation

Post by garcia »

May 2023 v3
  • fixed exports with no material,
  • added !quit and !exit to batch commands, which quits execution,
  • now export whole image assigned to tri/quad (not UV mapped),
  • reuse existing images from "select image" for RSD exports
  • added a little bit more to English help

The major improvement is the use of a whole image used as the polygon face texture, without any UV mapping.
This is similar to old FPS games editors like Doom/Quake etc, texture brush or texture paint walls/floors etc.
Screenshot_2023-05-26_2.jpg
You can also apply an RGB value (enabled with shinniness >0) on the textures, sometimes called tinting, often used to reuses textures and optimize rendering etc.
Screenshot_2023-05-26_1.jpg
Works for both RSD and OBJ exports via the NY batch export.
The PlayStation tinting colouring is a bit off, I'll look into it next time.
Attachments
MarbleClay-RSD-OBJ-Batch-Script-v3.zip
(3.29 MiB) Downloaded 121 times
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Re: MarbleClay documentation

Post by Krowbarh »

Great going garcia...I liked the texture tutorial, You are quite the 'Brainiac' to figure that out like you did...

At any rate the MarbleClay from Flat2D did not work for me in XP...I got the version from this page then it would work-

https://web.archive.org/web/20090221075 ... dList.html


Also Serpentinite worked as well...But Alas I kept getting stumped maybe the translated help will...HELP!...

You would probably ROCK in Albatross3D & it has 3D Paint in it & you can paint with procedurals & filters as well & even Dark Trees (It doesn't like them all)...

I think I have a post on here somewhere...OK found it-

viewtopic.php?t=6370

Anywayz thanks for your efforts on MarbleClay, I will in near future give it another go!....
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Re: MarbleClay documentation

Post by garcia »

Krowbarh wrote: 16 Jul 2023, 20:33 Great going garcia...I liked the texture tutorial, You are quite the 'Brainiac' to figure that out like you did...

At any rate the MarbleClay from Flat2D did not work for me in XP...I got the version from this page then it would work-

https://web.archive.org/web/20090221075 ... dList.html


Also Serpentinite worked as well...But Alas I kept getting stumped maybe the translated help will...HELP!...

You would probably ROCK in Albatross3D & it has 3D Paint in it & you can paint with procedurals & filters as well & even Dark Trees (It doesn't like them all)...

I think I have a post on here somewhere...OK found it-

viewtopic.php?t=6370

Anywayz thanks for your efforts on MarbleClay, I will in near future give it another go!....
hahaha thanks :)
I'm not that smart, I just keep hacking away at it, and it seems to work out pretty well.


Yes, Cellulo and I talked about it a few posts ago, I think he fixed it, not sure. But the MC developer has open a new page for MC, so I changed the download link on the first post to:
http://escargot.la.coocan.jp/MCLFrm.html

The archive page has an old version, the good version is from the link above: beta 6.4 v 0.2.48 build

I'm still translating now and then, it's very big documentation... I recently just figured out how to use the bones for morph target animation. :bananaclaus:

MC auto skinning bones
Image

old school, single frame animation:
Image

morph/interpolating animation WIP
Image

I've been very distracted... but I will update this little project soon (few weeks or so) with the animation stuff! :)

Thanks for suggesting Albatross3D, looks very impressive, I will check it out! :) :bananacool2:

For another project, I still want to use TS, for skeleton animation, as it works great with the horde3d engine that I want to use.
And MC is great for simple low poly/PlayStation development stuff.
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Re: MarbleClay documentation

Post by Krowbarh »

OK thanks garcia...I will try that link for the newest beta...I don't have MarbleClay on this machine yet...

I just assumed Cellulo's version didn't work because i was on XP...Didn't know that it may have been 'broken'...

You are makin' MarbleClay really sing, nice to see...Top-Shelf there!
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Re: MarbleClay documentation

Post by garcia »

I assumed the same about Cellulo's MC version, i got it to work with Cellulo's version and the old one. :lol:
Cool :)

I tried installing Albatross 3D in my winXP, it's a hard fail: http://www.ppmodeler.com/forum/viewtopic.php?t=384
I think it's a DLL issue, like it's not finding the correct version, not sure if I can fix it :/
I installed it in win10 and it runs fine.

I found the newest ppmodeler (2005) on archive.org, that works fine in XP, i'll play with it.
https://web.archive.org/web/20051217232 ... p_beta.exe

:bananacheers:
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Re: MarbleClay documentation

Post by Krowbarh »

That's unfortunate!...Yeah I saw little solace at the Albatross3D Forums...So far on 3 machines with XP no problem but I got so much garbage installed already that I'm sure whatever dependency has already been installed...I am gonna be soon reformatting a Dell D820 I got off ebay that came CRAMMED with windows 11...Just idling it uses 60% of the 4GB RAM and that's without hooking to the web which it yearns for in typical spyware OS fashion I'm sure the second I snap broadband in it would be completely unusable...

Anyways first thing I'll do is try installing Albatross on that when it's fresh...

BTW...Speaking of spyware OS I gave my Wife my Dell 5555 for Xmas last year I had NEVER allowed it to connect to internet (windows 10) it was always snappy & responsive but NO LONGER!...Wife uses it online most everyday & commonly it 'updates' which really means it's spying/copying...Slow & lumbering with it's 8 GB RAM you'd think we are back in the 90's with the fabled hourglass tumbling around with 32-64 MB RAM...Seems no different except for the fancy round 'throbber'...
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Re: MarbleClay documentation

Post by garcia »

MarbleClay translations v4 with RSD-OBJ-Batch-Script & TMDanim
MarbleClay-RSD-OBJ-Batch-Script-TMDANIM-v4.7z
MarbleClay-RSD-OBJ-Batch-Script-TMDANIM-v4.7z
(4.09 MiB) Downloaded 153 times
See first post on info and installing etc.
If your only interested in the translations files just overwrite the contents of resource, help, helpimg and tutorial.
Make a backup first etc.

I've finished up to 2. Reference -> Layout, after that it's google translated from the Japanese documentation, which is still better then the English documentation.

Aug 2023 v4
More translations and fixes.
Added tmdanim (creates animation from static TMD (PlayStation 3D file format), as shown in images previously.

Added, MarbleClay images by: DarkScythe :worship: :bananalove:
search.php?author_id=478&sr=posts


DarkScythe images
DarkScythe images

--- Some fixes regarding v4 and TMDANIM ---
Issues fixed in tmdanim-v1b
Added camera follow holding down L1

A video walk through:
https://www.youtube.com/watch?v=ebVt0TJPeSc[/youtube2]
https://www.youtube.com/watch?v=ebVt0TJPeSc

In the video @10:46 There was a missing line in the MarbleClay script.
At the end of the file, before yarexe is called, the siocons script needs to be recalculated with correct asset RAM addresses.
Adding this line before the yarexe line will fix it:
dataman /v
Last edited by garcia on 13 Sep 2023, 22:17, edited 1 time in total.
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Re: MarbleClay documentation

Post by garcia »

I followed along a Blender tutorial using MarbleClay.
The rotate and scale features depend on the workplane, which I sometimes forget. I tend to avoid those tools in favor of pulling verts and lines.
Not a great video, but thought I would share something.
Moved to rumble, because managing multiple channels on youtube is a PITA.

https://rumble.com/v3gz51q-4-marbleclay ... oorly.html

---------
Update of 24th Sep.
Set an empty (or not exported) Object name (not a sub object) with:
#SCRIPT# DIR
It will run that batch file. IE:
#SCRIPT# C:\Program Files\MarbleCLAY\Plugin\RunBatchScript.txt
When entering the #SCRIPT# path\file.txt into the object name field, hit enter to update the name change after changing the name.
The default assetpath will be the path this file is located.

If #SCRIPT# is not set, the default will be this file:
C:\MarbleCLAY\Plugin\RunBatchScript.txt

Also:
Added relative path changing to !assetpath - only two options, .. (back one folder) or folder_name (create or cd into folder_name).

TMDANIM - better netyaroze preview program
RunBatchTool TMDANIM Sept update.zip
(1.14 MiB) Downloaded 155 times

-------------------------------

28th September
Bone and Posing help

--------------------------------------------------------------------------------


Parts/Bone



Note: Bones support is still buggy and you will see errors, but these typically aren't critical errors. Re-select items and try the operation again. This section only effects bones and objects attached to bones.


Freeze 'Parts'/'Deform'
Move Parts/Bone to Workplane
Make mirror Parts/Bone
Attach and Activate bone (Simple)
Detach and Deactivate bone (Simple)
Reset Parts/Bone position

Bone tips
Bone Example

Not available:
Attach vertices to bone
Activate bone
Deactivate bone
Import .mcl file as 'Parts'




Freeze 'Parts'/'Deform'



To freeze means to create a new root model based on the current object as a polygon mesh.
This option will freeze the current object attached to bones to a new root model.
This new root object can be further manipulated, exported or rendered etc.
This feature only works in Attach and Activate bone (Simple) mode and freezes the complete model object.


Move Parts/Bone to Workplane



Bone and model must be Attach and Activate bone (Simple) first
. Moves the selected bone and it's lower attached hierarchy of bones to the currently selected workplane.
It's recommended to only use this with the root, top most bone, as it will also apply the move to the rest of the hierarchy.
This is useful to center the bone hierarchy to the front and right planes.
Currently, the individual bone part must be selected from the view port, not the object tree.



Make mirror Parts/Bone



This is not a mirror feature, it uses the currently used workplane as a mirror plane.
It duplicates the selected bone hierarchy using the mirror plane, to a new bone hierarchy.
The mirror can be a root bone node or a sub bone node, if it's a root node a new root will be created, if it's a sub node a new sub node will be created.
Currently, the individual bone part must be selected from the view port, not the object tree.
Note: As of this version (v1 beta 6.4), it will only traverse down a single hierarchy tree of bone nodes, so it will not do a full mirror if you have bones in multiple branching bones.



Attach and Activate bone (Simple)



First select the model's root object and then holding down shift key, select the bone's object(s).
If your bone hierarchy has multiple root bones, you will have to hold shift and select all root bone node hierarchies or the missing bones will not be available for posing.
Both the model's root object and the model's root bone(s) hierarchy must be selected and highlighted.
It's recommended to keep a single bone hierarchy. Then apply Attach and Activate bone (Simple).
Note: If the model's root model object and bone's root hierarchy are not both selected, it will not do anything.

Setting Attach and Activate bone (Simple) will apply the bone and position last applied, and allows you to position bones to pose the model.
You can accidentally edit the model while in this mode, it's best to use the Move(1) with vertices, lines and faces selecting disabled, only bone manipulation will work.
or the bones in this mode, all modification will only effect the position of the model for a pose.

This mode has a special Move(1) bone widget with all the manipulators in one (tip: disable the normal maniputlator with M Key), if you only need to rotate bones for posing, changing to the rotate tool is a lot easier. Note, currently the scale tool does not work on bones.
To edit the bones size (skinning), location etc, you must be in normal modelling editing mode and exit with Detach and Deactivate bone (Simple).

You can confirm you are in Attach and Activate bone (Simple) mode by clicking a bone and seeing all options available in the Parts/Bone menu.



Detach and Deactivate bone (Simple)



This turns off Attach and Activate bone (Simple) and reverts back to normal modeling mode.
You have to have either the Model, Bone or both selected first.

You will alternate between the two modes regularly to adjust the model if the pose doesn't look correct, not enough geometry etc. Note: You can not delete bones if they are in Attach and Activate bone (Simple) a warning will display "You can't delete active bones, use Parts/Bone -> Detach and Deactivate bone (Simple) and try again!" reminding you to exit first with Detach and Deactivate bone (Simple).



Reset Parts/Bone position



The current pose will be discarded and cleared with positioning information in bones.
The bones will be reset to the same information as the bones in the modeling mode.
Must be in Attach and Activate bone (Simple) mode with the bone hierarchy selected.
The bone hierarchy can be a root bone or a sub bone, which will only clear and reset the current bone hierarchy, and not he other bones.



Bone tips



The bone node icon in the object viewer panel means:
Diagnal line of two bones yellow bones - Not attached to model.
Bent knee looking bones - Attached to model.

While using the Bone Creation Tool when you click on another bone it will only select it, to continue the hierarchy. To create a new bone, click on empty space and drag, a new bone root node will be created. To move bone nodes up or down the hierarchy, click the icon with the two bones.
Always use centered views in the main single screen:
F key = Front (when using mirror mode, this is the side view)
E key = Top
D key = Right (when using mirror mode, this is the front view)
Or use the traditional 4 way split view.

The Object viewer panel Object window in Panel tray can get very big with bone hierarchies. You can move it out to it's own panel by dragging the floating icon next to the collapse icon, at the top right.
The new window will default to pinned mode, which will always stay on top, if you click the pin icon, it will be unpinned and it will disappear.
To get it back, click Menu -> Windows -> Show windows -> Show object window.
Or you can add the Object panel and other panels to the floating tray (Menu -> Windows -> Show windows -> Open floating tray..) which can be positioned anywhere and will always be visible. Unfortunately, MarbClay can only have one instance of a panel.


Multiple bone hierarchies.


If you need multiple poses, it's recommended to only have a single pose in a file. MarbleClay can load multiple instances to compare each pose.
Multiple bone hierarchies in a single file, is experiemental!

Currently, there is no way to copy a complete bone hierarchy, and working with them is more buggy, but it can be done and managed.
Simply save a copy of your MarbleClay project with only the bone hierarchy finalized, save it something like Tee-Pose.
The object viewer panel has an import feature (folder icon at the bottom left of the panel) and import your saved file.
Delete the imported model and rename the imported bone hierarchy, save it out with a new name. Repeat to add more bone hierarchies or to add single ones just import the original model-single-frame one again.
This method works, always save your work incrementally and always test every imported bone hierarchy by Attach and Activate bone (Simple) each bone hierarchies with the model to test the new frame.

Warnings:

When working with multiple bone hierarchies, only have a single, active bone visible and do not click other bone hierarchies, just in case!
Sometimes while setting up multiple bone hierarchies, the bone icons can get confused as to which bone hierarchies is attached to a model, it can be ignored and it will work as expected. Also you will see the bone boundaries not aligning correctly with the mesh, again this doesn't matter so much, because it will apply the correct transformations.


Bone Example



Start by setting the correct workplane, typically (YZ workplane) and hitting D key (right view).
If you are not in the correct workplane you might not see the bone!
You want to pick the correct bone type for each part, the short (square) bone type for smaller parts and the long (rectangle) type for longer parts.
The more bones you use, the more control you will have over the auto skinning and posing, it's advised to completely skin your model with all of the mesh allocated to bones and no vertices unallocated.
Bones should be structured in a hierarchy based on limbs, ie bone root nodes should be center nodes, like:
Head start with: Neck, Head.
Left arm start with: left shoulder, left bicep, left forearm, left hand.
Left leg start with: left upper leg, left lower leg, left foot.

It's a good idea to set each bone's dimensions as you go, that way you can see where the next bone will start. The first root bone might require Move Parts/Bone to Workplane to move it to the center first.
Before moving on from the first bone hierarchy, test it first that the bones don't grab vertices which it should etc.
Next, we change the workplane to XZ, select the left shoulder root bone and click Make mirror Parts/Bone.
This will create a new root bone hierarchy, rename parts appropriately and the same for the right leg.


See: #5 MarbleClay Using Bones and Multiple Poses
https://www.youtube.com/watch?v=3r3dnpe ... qR&index=6
or
https://rumble.com/v3lr5n7-5-marbleclay ... poses.html
garcia
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Posts: 80
Joined: 23 Jan 2023, 02:51
Type the number ten into the box: 10

Re: MarbleClay documentation

Post by garcia »

MarbleClay help files uses old HTML anchor links which new browsers don't support, which works fine in the old IE (winXP), but not on modern browsers.

If you are using marbleclay in winXP, it's strongly recommended to update your web browser to Mypal (http://mypal-browser.org/), there are links to youtube videos, which Mypal can play... unfortunately, I couldn't find where/how IE is launched from MekaHelp.exe, so ieplorer.exe has to be replaced. :bananadevil:
The new HTML is also compatible with the old winXP IE version.


Install Mypal:
Delete C:\WINDOWS\system32\dllcache\iexplore.exe, You will be asked for the winXP cdrom, reject it.
Extract the Mypal zip files to C:\Program Files\Internet Explorer then rename or delete iexplore.exe and lastly rename or copy mypal.exe to iexplore.exe.

If you use marbleclay in a modern windows, mypal isn't necessary, but you still need to patch the MekaHelp.exe for the anchor links to work.

Here is the new patched file and the original version:
MarbleCLAY-meka-update.zip
new and original HTML meka executable
(404.53 KiB) Downloaded 127 times

Or patch the MekaHelp.exe yourself:
The HTML generated is too old for a modern browsers, open MekaHelp.exe in a hex editor and search for:

<A_NAME="#%d">
To:
<A___ID="%d"_>

The underscores above only indicate space char, the total string length must remain the same.
The space char's are used to replace unused spaces.
There should be four strings that need to be replaced as above.
Replace MakeHelp.exe with the updated patched versions.



Below is vbindiff showing the first difference:
example
example
garcia
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Re: MarbleClay documentation

Post by garcia »

Starting to use Win11 and noticed there's an issue with MC's help/tutorial creator and launcher:
marbleclay-win11-help system.jpg
I created a quick and simple C program (source code is included) that replaces it, but it doesn't create the HTML, so my latest translation is included.
Extract into MarbleClay folder, it will overwrite MekaHelp.exe, help and tutorial folders.
MarbleCLAY-win11-launch-help.zip
(2.75 MiB) Downloaded 103 times
garcia
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Posts: 80
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Type the number ten into the box: 10

Re: MarbleClay documentation

Post by garcia »

https://archive.org/details/marble-clay ... -contained

This was meant to be "self contained", but archive.org has issues detecting false viruses.
It's still self contained because after setup it runs on modern windows, ie without a VM as before.

Anyway, MarbleClay is probably now the best 3D modeller for PlayStation on windows x64 :lol:
The only thing it cant do is vertex color (gouraud shading).

There is a sample called wood-script and a wood.script file which is just a basic TMD and OBJ export.
Image

Click the NY button.
Image

The OBJ is seen via assimp viewer.
Image



------ Update -----
I uploaded it to my home page: http://mgarcia.org/PDF/MarbleCLAY-PlayS ... odeller.7z (25MB)
It has everything, marbleclay, yarexe, nopsx, magick converter, img2tim and the ntvdmx64 installer (see C:\MarbleCLAY\extras-dont copy).
This is self contained, extract to C:\ install ntvdmx64 and run the wood-script sample and you can model and view TMD files very quickly! :bananalove:

http://mgarcia.org/PDF/MarbleCLAY-PlayS ... odeller.7z


I dont know why but virustotal found zero now but it the same file was removed from archive.org??? :/
https://www.virustotal.com/gui/url/cc20 ... 4c/details
garcia
Chief Petty Officer
Posts: 80
Joined: 23 Jan 2023, 02:51
Type the number ten into the box: 10

Re: MarbleClay documentation

Post by garcia »

Hello,
Small update, no extra translation unfortunately... I really need to finish this! :?
I renamed the plugin (Exporter and Script runner) help text files to .readme, so check them out first... I added some extra notes.

This update defaults the PSX DOS tools to use the included DOSBOX application, it should just work with nothing else to do!

A quick guide:

Must be installed/extracted to:
C:\MarbleCLAY

PLEASE NOTE: If you are using Marbleclay, please backup or rename your C:\Marbleclay folder first!
It will overwrite your settings!

Load C:\MarbleCLAY\Sample\wood-script.mcl
Click the NY button and you'll see it in the NO$PSX emulator.
Which runs the script:
C:\MarbleCLAY\Sample\wood.script

Animated gif:
DOSBOX
DOSBOX
If you are new, maybe read the past post here.


Support for ntvdmx64 hasn't been removed.
If you plan on using this a lot, ntvdmx64 is about 10x times faster and more reliable than DOSBOX.
If you want to use it, run the included ntvdmx64 installer, and you'll also need to rename:
RSDN.bat
to
RSDN-dosbox.bat
and
RSDN-ntvdmx64.bat
to
RSDN.bat

Download is here (30MB):
https://web.archive.org/web/20240628050 ... _DOSBOX.7z


No security vendors flagged this URL as malicious:
https://www.virustotal.com/gui/url/19f4 ... ?nocache=1

This has gotten to be a bit of a mess and I haven't really maintained it very well, just adding to it, hopefully it all makes sense and works.
Any issues, post here I guess.

Edit I forgot, I also included a newer version of tmdanim, a simple command line program that concatinates TMD's and plays it on the playstation.
TMDANIM
TMDANIM
tmdanim-conv.gif (107.83 KiB) Viewed 2109 times
Last edited by garcia on 30 Jun 2024, 22:28, edited 2 times in total.
garcia
Chief Petty Officer
Posts: 80
Joined: 23 Jan 2023, 02:51
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Re: MarbleClay documentation

Post by garcia »

Sorry for bumping this thread up again so soon... but as they say in The Big Lebowski... new shit has come to light! :lol:
It's now possible to even remove DOSBOX! :bananacool2:

For more information, see the README.FIRST text file, we found a replacement to the DOS RSDLINK which is win32! :worship:

To use this, get the Marbleclay with the DOSBOX support, as per instructions above and get that working first.
Then get this update (No security vendors and no sandboxes flagged this file as malicious)
NO_DOSBOX_TMD_CONVERTION_UPDATE.zip
update #1 NO DOSBOX
(35.02 KiB) Downloaded 60 times


Extract and over write the files to:
C:\MarbleCLAY\Plugin\PSX

That's it! :mrgreen:
No DOSBOX!!!
No DOSBOX!!!
RSDLINK2.gif (896.33 KiB) Viewed 2094 times
A few of the sample Marbleclay models support PSX exporting, located in:
C:\MarbleCLAY\Sample\

They either are called NewObject in the Marbleclay Object view side panel and the default script will run it or Marbleclay sample file has script in the file name, which specifies a script file to run. :bananathumb:

I should say this a lot more, but if you use MarbleClay, or even just as a PSX viewer/converter, please email the developer asking for your free key and report any bugs!

Go to:
http://escargot.la.coocan.jp/MCLFrm.html
Click English and email him following his instructions.

To encourage him to support MarbleClay and hopefully release a new version! :worship:
https://www.youtube.com/watch?v=n8dA-1p2Rjc&t=163s[/youtube2]


---------------------------------------------------------------------------------------------------------------------------------------------------------

Another update/fix... this has minor fixes and automatically create a CUE/BIN file of the PlayStation viewer executable so it's easier to share and run.

It will create the .cue .bin files in the folder where you exported into via your script or if you used the NewObject model it will be in:
C:\MarbleCLAY\Temp\newobject\


Install the zip above, then install this zip in the same way, extract and overwrite into the PSX folder.
You will need to extract mkpsxiso-1.20.zip from the psxexe2iso folder into the same folder.... I can't have it unextracted in my zip file because of totalvirus. It's from the dev's site: http://lameguy64.github.io/mkpsxiso/mkpsxiso-1.20.zip


I also made minor updates (more descriptive) to packdatahack.exe, but totalvirus thinks it's a virus, so it's not included, it's not that important, but you can compile it yourself with:
https://bellard.org/tcc/

The cp.exe mv.exe and cat.exe files are unix/linux command lines for win32 they make life on windows easier! and they are from: https://gnuwin32.sourceforge.net/packages/coreutils.htm
Install them manually if you like.
Marbleclay-RSDLINK2-with-PSXEXE2ISO.zip
update #2 psx.exe 2 iso
(1.52 MiB) Downloaded 77 times
No virus detected: https://www.virustotal.com/gui/url/7f5f ... ?nocache=1


Load the Sample files and click the NY button :bananathumb:
garcia
Chief Petty Officer
Posts: 80
Joined: 23 Jan 2023, 02:51
Type the number ten into the box: 10

Re: MarbleClay documentation

Post by garcia »

Hello again.

Note: This is untested in Windows XP or any other windows 32bit platforms!

Fixed a textured quad pointer bug and made a few changes to the runbatchscript plugin please read the runbatchscript.readme file:
!assimp & !assimp_viewer - converts and views many different 3D files (see https://github.com/assimp/assimp)
!psxexe2iso - converts a psx.exe file into PSX cue/bin ROM files.
!cp, !rm, !cat, !msg, !popup, !yarexe, !no$psx - new script commands that runs the executables in the PSX folder.
If you have an old model that used the #SCRIPT# tag in the 3D model file, you need to renamed the tag to !runbatch
The wood sample is now like a tutorial using the popups dialog box.

This is a current mirror of what I have, including the plugin source code.
https://web.archive.org/web/20240712142 ... y-2024.zip (37MB)
TotalVirus, one think's there's something there... it doesn't list the file that's problematic :?: so no virus, just really poorly written code by me :?
https://www.virustotal.com/gui/url/14e3 ... 4ce2e56bbe

Must be installed/extracted to:
C:\MarbleCLAY

It will not overwrite your settings, you will need to email the developer for your free key:
http://escargot.la.coocan.jp/MCLFrm.html
Click English and email him following his instructions.



------- Update
After uploading, I found a small bug when creating the texture. Instead of uploading the whole thing again the fixed marbleclay plugins are here:
MarbleCLAY-PSX-July-2024-FIX.zip
update
(440.27 KiB) Downloaded 54 times
Simply extract the .mcp files into
C:\MarbleCLAY\Plugin\

The source code change is also included in the zip file.



------- Update #2
I didn't realize that I had a missing file, it was in my path somewhere else.
zlib1.zip
missing file
(62.27 KiB) Downloaded 52 times
Extract zlib1.dll into C:\MarbleCLAY\Plugin\PSX
Without it, the imagick conver.exe program wont work.

Also, if you want a newer version of assimp, download: https://archive.org/details/assimp-5.4.2
Delete all the files in C:\MarbleCLAY\Plugin\PSX\assimp\ and extract the content of the zip file into it.





--------------------- 25th Nov. 2024
I started redoing the viewer, it's not much better than the old one, Dpad moves the model and light with face buttons.
Original code is from: https://github.com/gwald/netyaroze_demo ... w3/tuto5.c
RSDVIEW.7z
RSDVIEW code
(13.28 KiB) Downloaded 34 times


---------------- Jan 2025
Moved here, so it's easier to maintain.
https://github.com/gwald/MarbleClay_TMD_PSX/

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