Cola doesn't get Animation from .ASE

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  1. #1
    Novice Evese is offline
    MemberRank
    Mar 2015 Join Date
    3Posts

    Cola doesn't get Animation from .ASE

    Hey guys,
    i've got a problem with creating complete flyff models with animations.

    I create a monster with 3ds max and add some bones, after i create the animation, i want to safe it as an .ASE file. When i open Cola now and import the for example "mvr_xxxx.ASE", then i see no animation. But the timeline at the bottom of Cola is running (so there is an animation but the mesh isn't moving)

    I know it's a problem with the correct export from 3ds max into a .ASE file.

    I found that script:

    Code:
    (    --BOOKMARKING
        GetVertexWeightCount = skinOps.GetVertexWeightCount
        GetVertexWeight = skinOps.GetVertexWeight
        GetVertexWeightBoneID = skinOps.GetVertexWeightBoneID
        GetBoneName = skinOps.GetBoneName
    
        --FUNCTION
        fn saveSkin obj =
        (
            --SELECT THIS OBJECT
            objskin = obj.skin
            modPanel.setCurrentObject objskin
            
            --START
            createms = "" as stringstream
            
            --GET NUMBER OF VERTS
            numVerts = getNumVerts obj.mesh
            
            format "*SKIN_VERTEX_DATA    %  {\n" numVerts to:createms
    
            --LOOP THROUGH VERTS
            for v = 1 to numVerts do
            (
                --GET THE WEIGHTS
                weights = #()
                _bones = #()
    
                for b = 1 to GetVertexWeightCount objskin v do
                (
                    append weights (weight = GetVertexWeight objskin v b)
                    append _bones (_bone = (GetBoneName objskin (GetVertexWeightBoneID objskin v b) 1) )
                )
                
                --PRINT THE WEIGHTS
                numBones = _bones.count
                
                format "\t*VERTEX    % %    {\n" (v-1) numBones to:createms
                
                for n = 1 to numBones do
                (
                    format "\t\t*BONE    \t\"%\"    \t%\n" _bones[n] weights[n] to:createms
                )
    
                format "\t}\n" to:createms
            )
            
            format "}\n" numVerts to:createms
            
            --SAVE
            skinFile = createFile ("c:\\" + obj.name + ".txt")
            format "%" (createms as string) to:skinFile
            close skinFile
        )
        
        for obj in selection do
        (
            if isProperty obj #skin do saveSkin obj )
    It should work with it but i just don't know how it works? (Well, i know how to run it in 3ds max but i get an error):




    Do i need to add something? The creator of the script said that i need to add the format and the object name, but WHERE?

    Enjoy. You'll need to add another format " " yourself and the object name. You'll see it when you look through the files.
    :


    Hope i get some help :-)

    You can also add me on skype: Jaudatus

    Thx


  2. #2
    RE:ℓσα∂є∂ Fenris is offline
    MemberRank
    Sep 2011 Join Date
    RE:ℓσα∂Location
    588Posts

    Re: Cola doesn't get Animation from .ASE


  3. #3
    Novice Evese is offline
    MemberRank
    Mar 2015 Join Date
    3Posts

    Re: Cola doesn't get Animation from .ASE

    Still looking like the bones don't move the mesh...

    Timeline still gets the Animation



  4. #4
    Valued Member blacksystem is offline
    MemberRank
    Oct 2011 Join Date
    119Posts

    Re: Cola doesn't get Animation from .ASE

    having the same issue here, except for me the model view is grey/black and not white.. but still not moving. timeline gets going tho.

    If I try to save the animation with auto-save it gives me the .ani file correctly, but then it deforms my character/model twisting all the bones.

    did you solved your problem? how?

    or anyone can provide help?



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