O sry I forgot to tell you because its so obvious,
open file with notepad and change:
to:Quote:
*SCENE_LASTFRAME 0
Quote:
*SCENE_LASTFRAME 1
MAX will crash if time line start = end.
Printable View
O sry I forgot to tell you because its so obvious,
open file with notepad and change:
to:Quote:
*SCENE_LASTFRAME 0
Quote:
*SCENE_LASTFRAME 1
MAX will crash if time line start = end.
You have no reason to apologize since you are being so helpful :) , i am working right now (will do that ^ when i finish here), but i was thinking, when i really make it (the armors..) about doing a newb-friendly tutorial with a zip containing all the files (except the 3ds max) to make the armors.. (or a tutorial inside the zip, etc.. xd..)
I think it should contain:
-A little but efficient tutorial.
-Sandurr .ase importer and exporter
-A 'dll dependency walker'
-MSVC++ 2005 installer/downloader
-msvc100.dll ((or something very similar, i forgot the exact name xd), but the importer or exporter requires it.)
-All character bones on .MAX
Will try your tip right away :)
@edit: I could import the mech with the bones this way, but when i export it (rigged and with texture), the body disappear in game (well at least it doesn't give a game.exe =D). I tried with that atalanta armor (on the mech body, just for testing and learning..), i will try with just the same original body.. By the way, when i import it, theres like 2 bodies, should i keep one or something? And does the meshes need to have the same name as the meshes described in the inx file?
Yes mesh need to have same name as one in INX file.
Your texture need to be in tmABCD folder.
Sometimes there are 2 sometimes there is one body.
For ata body, high quality look like this MBHB01
M - medium, L - low, those are details for camera.
Import plugin is bugged, you need to remove your physique and redo it from scratch. Redo your skeleton, Create > System > Biped (body type classic), and type correct number of links, adjust size and position of bones, if skeleton had some other bones than link them to main skeleton where they where linked on old skeleton.
I hope this will clear some fog for you.
Thanks i am editing a new biped to see if it would fit.. I found interesting to see this file (an .ini file, it seems to be just a few on the tmabcd.. my poor mind keeps telling me that is the very same thing as that of an inx content, but arranged in a different, more human way.. xd..)
The .ase described on this file is on the .ase format, i didn't even had to convert it or anything, it comes with a biped and some parts (not all indeed) are almost perfectly rigged, so , could i use this biped set, instead of making another identical to the original? Since i am having some trouble resizing and moving the parts of the biped , or adding stuff like a 'weapon' bone and 'shoulderpads' bones.. or that 'bip ini' that stays close to the head.
// 캐릭터 주인공 설정값
*모양파일----- tmbA14_p.ASE
*정밀모양----- "TAHA19" (arms)
*정밀모양----- "TBHA19" (body from shoulder to thigh/ hip pad (both have the same name *_*)
*정밀모양----- "TLHA19" (knee pad / lower part of leg (both have the same name *_*)
*정밀모양----- "TSHA19" (shoulder pad)
*보통모양----- "TAHA19" - I wonder if it would be "TAMAXX" here in some cases"
*보통모양----- "TBHA19"
*보통모양----- "TLHA19"
*보통모양----- "TSHA19"
*저질모양----- "TAHA19"- I wonder if it would be "TALAXX" here in some cases"
*저질모양----- "TBHA19"
*저질모양----- "TLHA19"
*저질모양----- "TSHA19"
*파일연결----- M1Bip.in
캐릭터 주인공 설정값 - "The hero character set"
모양파일 - "File appearance" (the model filename)
정밀모양 - "Aspect/precision/exactness" (probably the high res meshes)
보통모양 - "Usually, generally, regularly" (probably the medium res meshes)
저질모양 "Potter's clay, book wrapper, quality" (probably the low res meshes)
(or "to lose, yield, bear, fall, set, sink
come off, shade, become, lose out, droop, take")
파일연결 - "File connection"
MM.. I noticed that 'a','b','l' and 's' are initials to 'arms','body','legs',and 'shoulder(pad)'. Then, i could say that, on 'TAHA19':
-'T' , i think its for 'Tempskron', since the ata's begin with 'M'
-'A' , most probably is for arms, those second letters would be for each body part i begin to think..
-'H' , as you said, for 'High' resolution.
-'A' , I suspect strongly that 'A' is for Mechanician, since you've shown me that atalanta's (and i remembered that the atalanta is the "Morion B")
If i were to create a new armor, would i have to make a file just like that, but with 'the number of my new armor' on the place of '19' ??
Hah, so "TMabcd" most probably mean "Tempskron and Morion A B C D" (TA = mech, MB=atalanta, etc..) maybe i am in a very beginning of understanding these crazy armors XD.. Thanks all for all the help :)
Yes, more or less :)
But high, medium or low quality need to be done by you. Some models in PT have low versions of meshes some don't. PT will not make low quality from medium quality on it own. Its just giving you option.
The:
*정밀모양----- "TAHA19"
*정밀모양----- "TBHA19"
*정밀모양----- "TLHA19"
*정밀모양----- "TSHA19"
is also for transparency, last one will see through other parts. Only PRS have transparent parts so you will have to count it when you do PRS.
A - mech
B - fighter
C - pike
D - archer
mA - knight
mB - ata
mC - prs
mD - mage
Don't know what else you would need, if I find my notes I will post them.
You can use existing biped but its broken for animation, if you click Bip01 Pelvis and go to "Motion" you will not see Biped options.
When you assign physique to broken biped you will have to do some pseudo fixes, for example for hands because they will miss fingers physique.
With working biped you will be able to use motion capture data.
I dont know how to add things like the shoulder pads on mech and pike original bipeds, and a cube called 'Bip in01' or '2' which stays by the side of the head in some chars bipeds.. Can you please tell me how to add those things?
Some people told me that somebody uploaded the chars bipeds (on .max), but i couldn't find it :(..
Never heard of anyone uploading biped for PT characters here but if I find my knight skeleton I used for T5 animation I will upload it.
Simplest way to add shoulder pads is to move them over biped skeleton, select your shoulder pad, go to motion > assign controler > link constraint > add link... and target your Clavicle.
Also try to resize bones of your your biped to look exactly the same as PTs.
I have this bones file for knight http://members.iinet.net.au/~samscal...ht%20Bones.zip
Dunno if will help.
@sungam3d
thats exactly same thing you get from using smd reader.
http://i56.tinypic.com/dyontj.jpg
So, i just select that 'Bip in02' cube and the 'weapon' bones and link them (on the same position, but on the new biped) with link constraint? Or can i use any other object (like if i create a simple cube) and link it this way?
There is no bone for shield right? Or have i (unintentionally) deleted it :x ?
On the old biped there are some dummies, should i add dummies on the same places (on the new biped)?
If it works i will gladly post it here (the working bipeds) =D
You can use any object to create additional bone.
There is no bone for shield, I think there can be and it need be called "Bip-shield" but it will work without this bone.
I never tested what adding this bone would do but I can guess that it would let you reposition your shield.
You don't need helpers/dummies because PT don't use them, animators use them when they creating animation in 3ds.
I would love to see tutorial on this.
I have some other animations I think I can play in 3DS (can play them in Blender... should be able to export in a form 3DS can use?) that I would love to try mapping to PT meshes. ^_^
@ScreamingFox
I just checked, you don't need "Bip-shield", it was deleted or never added... it supposed to be bone for putting shield on your back when you enter town.
Its not left over from beta or pre AOR.
I am not sure if this will look good (shield on back + sword) but I can revive that idea when I find time :)
Nvm... there is not way that sword and shield on your back would not look cool in town ;)
http://www.stageselect.com/images/ev...es/Zelda_1.jpg
"Bip01 L Forearm" is used for shield now.
@bobsobol
In what format bvh, bip?
Its still giving me game.exe , i've cloned the bip in01 and 02, and the 2 'weapon' bones and 'footsteps' from the original bones and placed in the position (and unlinked the original link), and linked that way you told me.. Can you please see what am i doing wrong?
Should i make the cubes ('weapon 1 and 2') and the 'footsteps' (the ones cloned from the originals wont work for nothing at all) ?
Or if it works with you, something else might be wrong here D= .. i try to replace the Mfbb20.smd for the exported ase (Mfbb20.ase), and the game crashes..
.Ata with bones , meshes with the frenzy inx names. (FAIL)
@edit: I've seen that the names on some bones are slightly different from the originals.. i will rename them to the original names and try again..
Yes names of bones need to exactly the same.
Delete your "Bip01 Footsteps", its part of biped, you just can't select it.
Most of your shoulder pads vertexes are not linked, in ata the are usually fully connected with UpperArm01.