ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src)

@Sea you can do high poly models flyff reads them, if there are too many vertices you just need to increase the vertice amount in source, but doubt any of the pokemons would be high enough, maybe a really complicated one but the others won't.
 
GUYS! I FIGURED OUT HOW TO SKIN THE MODELS!

Orayt so I'm using 3DS Max 2012
I'm gonna explain how to export it. Here goes:

Open your 3ds max or what ever program you use

Load your model then save as OBJ file

Open Atools and open the OBJ file

Next use SkinAuto and check the bones you need

Save as o3d and you're done!

NOTE:
If your model does not show the texture in Atools just press Crtl+E and click change texture and find your texture
Use Mvr_male for male and mvr_female for female (duh)
If the model is the body, don't include the Ponytail bones they don't do much for the body at least

Hope it works for you guys!!
 
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yeah though Aishiro his auto skin tool only works for simple skins if you have a model with a lot of details, the skinning will be wrong, because Aishiro uses the same auto skinning method that 3ds max uses and that won't work.
You are better of just skinning it yourself than using a auto-skinner as it won't do the job as good as manual skinning.
 
Well you are right. Models with too much detail won't work properly. I had to learn that in a hard way. And this is just a temporary solution. Sure I can Skin models in 3ds max, but OUR problem is, we don't have exporters like you guys have.
If you can share some tools or tips on how you guys do it that would be great.
 
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Bug reporting or whatever.
All stand animations on foot looks like:
672a220e159ab7e5cdcc9f5b86551b54 - ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src) - RaGEZONE Forums

So there's foot looks like freezed.
But when i saving animation as .dae format and trying to import it into 3ds max foots animation looks like:
9d5dd4a6dd1b38ab6254f2ec86501105 - ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src) - RaGEZONE Forums


Maybe thats my bad when im trying to import, but i already checked all what can in 3ds max and now i have no idea why this importing like on gif.

Any ideas guys? :)
 
Bug reporting or whatever.
All stand animations on foot looks like:
672a220e159ab7e5cdcc9f5b86551b54 - ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src) - RaGEZONE Forums

So there's foot looks like freezed.
But when i saving animation as .dae format and trying to import it into 3ds max foots animation looks like:
9d5dd4a6dd1b38ab6254f2ec86501105 - ATools v1.0 (World/Sfx/Model/GUI) (Bin/Src) - RaGEZONE Forums


Maybe thats my bad when im trying to import, but i already checked all what can in 3ds max and now i have no idea why this importing like on gif.

Any ideas guys? :)

Mine works fine. Try importing the model without the animations. Then import one with animations.

I'll try to explain it more when I get back home
 
Tried do what you say, wont help. :)

Okay lemme rephrase:

Import the unanimated model
Save it in you 3ds Max or whatever
Open a mew scene and import the animated one
Now save the animation
Re-open the unanimated model and load the animation you saved.

Try it? If it won't work IDK how to help you, mine works fine :)
 
Okay lemme rephrase:

Import the unanimated model
Save it in you 3ds Max or whatever
Open a mew scene and import the animated one
Now save the animation
Re-open the unanimated model and load the animation you saved.

Try it? If it won't work IDK how to help you, mine works fine :)

It won't work :)
Which version of 3d max you use? Mine is 2012, maybe problem in that.

Yeah, i checked animation in blender and its works.
So, time to change version of 3d max..
 
I cant fix this bug because it's not really a bug... Rotation of bones is stored in a matrix and sometimes there's a redundance so the angle is different after import, it depends of the software you use.
Its's very bad luck for this motion but I cant fix it :(
 
eey guys if i want to add a .ASE file (what i exported from 3d max 2014) into the Atool Model Editor, it crash... do you guys know why?
 
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