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[TOOL] Santos Tools 2 - UPDATED 14-10 - Sound Editor 0.3.0 released!

  1. #1

    Space Marines [TOOL] Santos Tools 2 - UPDATED 08-11 - FX Editor 0.3.0 BETA released!



    Santos Tools 2 is a collection of tools for Dawn of War 2. It's main purpose is to allow editing existing models and to create new ones. Tools provide import and export scripts for 3D Studio MAX, as well as separate application called Model Editor for editing models and their accompanying files.

    Tools Included

    Scripts for 3D Studio MAX v1.2.0
    Model Editor v0.5.0 DEV
    FX Editor v0.3.0 BETA
    Sound Editor v0.3.0

    Download Links

    Scripts v1.2.0

    Download form RapidShare

    FX Editor v0.3.0 BETA

    Download from Rapidshare

    Sound Editor v0.3.0

    Download from RapidShare

    Stable

    Download from RapidShare

    Development

    Model Editor and Sound Editor

    Download from Rapidshare

    Tutorials

    Tutorial 1 - Force Commander Head
    Tutorial 2 - The Statue of Brother Santos
    Tutorial 3 - Exporting Animation
    Tutorial 4 - Adding New Bones to Existing Animations

    User Tutorials

    Using Santos Model Editor and Scaling units models by Yandros

    Change Log

    Version 0.1.0.0 released (21-03-2010)
    Version 0.2.0.0 released (24-03-2010)
    Version 0.3.0.0 released (26-03-2010)
    Version 0.3.5.0 released (31-03-2010)
    Version 0.4.0.0 released (11-04-2010)
    Version 0.4.1.0 released (13-04-2010)
    Version 0.4.2.0 released (15-04-2010)
    Version 0.4.5.0 released (21-04-2010)
    Version 0.4.8.0 released (27-04-2010)
    Version 0.5.0.0 released (30-04-2010)
    Version 0.5.2.0 released (06-05-2010)
    Version 0.5.6.1 released (06-11-2010)
    Version 0.6.0.0 released (06-12-2010)
    Version 0.6.0.3 released (13-12-2010)
    Model Editor v0.5.0 DEV released (16-05-2011)
    Sound Editor v0.1.0 BETA released (24-05-2011)
    Version 0.7.0.0 DEV released (03-06-2011)
    FX Editor v0.1.0 BETA released (09-06-2011)
    FX Editor v0.2.0 BETA released (21-06-2011)
    Scripts v1.2.0 released (09-10-2012)
    Sound Editor v0.3.0 released (14-10-2012)
    FX Editor v0.3.0 BETA released (08-11-2012)

    Donate

    Last edited by Santos; 22nd Dec 12 at 12:43 AM.

  2. Modding Senior Member  #2
    Fantastic work, Santos! (That pic got me excited.)
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  3. #3
    DROOL ALL OVER MY KeYBOARD! JESUS CHRIST MAN! LETS ROLL!
    Brother Redemptor Jørgensen!
    "It is my sacred duty to save your soul, and I will save it! Even if I kill your body in the process!"
    MartinNJ's DoW II Mod Studio

  4. Modding Senior Member  #4
    I'm not a 3D guy but looking over your scripts I saw some code for writing RelicChunkies. So does this tool also export the model back into the Relic format?

  5. #5
    Quote Originally Posted by Copernicus
    I'm not a 3D guy but looking over your scripts I saw some code for writing RelicChunkies. So does this tool also export the model back into the Relic format?
    Nicely spotted. I have exporter in the works but it's not ready for release yet.

  6. #6
    Senior Member horusheretic's Avatar
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    I Cant express the excitement, surprise and and sheer astonishment at how you just popped out of nowhere and made my bloody day.

    I would worship you but sadly the dark gods get quite jealous

    Edit: would you be able to take a look at the Dark eldar raider import error for SS by any chance?

    it throws bones around the place, and other times it just doesnt import fully.
    Last edited by horusheretic; 21st Mar 10 at 2:41 PM.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  7. #7
    Ehem

    GLEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!

    Now if only my mod wasn't fraked hard. and my copy of max was working...

  8. #8
    The 22nd Hyperspace Core Corsix's Avatar
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    Most excellent, it is nice to see you doing your magic again Santos.

  9. #9
    Hi Corsix, nice to see you still around here too.

  10. #10
    Member liniv's Avatar
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    holy crap macaroni this is indeed holy "knowledge is power guard it well"(can you upload a new model from in game?)
    "We are the Ultramarines, the Sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath."
    - Marneus Calgar - Chapter Master of the Ultramarines.

  11. #11
    Senior Member horusheretic's Avatar
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    ive already imported several vehicles and objects with success.

    wraithlord, wartrukk, and ork big choppa to name a few.

    they actually went through the effort to rotate the chainsword spikes.

  12. #12
    Thank you so much Santos! This makes my mod complete.

  13. #13
    Resident AI guy thudmeizer's Avatar
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    Well done Santos.. the legend is back from the sequel.

    A new dawn has risen!

  14. #14
    Senior Member horusheretic's Avatar
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    a new dawn of skirmish ai perhaps?

  15. #15
    Resident AI guy thudmeizer's Avatar
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    hehe.. We shall see.. this is quite a good incentive.

  16. #16
    You have to PM your real name Santos, so that I may name my firstborn after ye'!

    EDIT: Quick question mate, I get a 'Runtime Error - Not Creatable: NoMaterial' after importing the model. It looks like the model itself is fine and everything is working, but I just always get this issue.

    Using Max 2010, 32 bit.
    Last edited by AceAngel; 22nd Mar 10 at 8:59 AM.

  17. #17
    Right...so exporting models kinda works.


  18. #18
    Resident AI guy thudmeizer's Avatar
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    Well done dear sir.. not being relegated to Max2008 for exporting is a big enough accomplishment. So utterly glad you are back with us..

  19. #19
    Ingame shots. Is it just me or Inquisitor Toth looks just super cool as a Space Marine?


  20. #20
    Toth? Toth!? The Inquisitorial Boot RETURNS! No seriously this is awesome. How about some Bloodthirster action? Necrons? everyone loves Necrons.

  21. #21
    I need someone with modeling skillz to help me with Codex Edition! PM me please asap!

  22. #22
    Member Tyconius's Avatar
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    Thou is a saint!!!

    Ahem,... Chaos Terminators perhaps?
    Bier en tieten

  23. #23
    Chaos Terminators? heh, that's a funny way to say Necron Immortal.

  24. #24
    Member {Exo}{Elite}'s Avatar
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    Hey Santos, a bit of a question, does this mean I could possibly get the old farseer's model in DoW1 to replace DoW2's version? Or is this something to do with animations, I wanna give this a shot.

    Great job on Toth man. =)

  25. #25
    Moderator Darkbladecr's Avatar
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    WoW! Great stuff santos! I have a question for you is the .rgm relic chunky configuration of models simple to the DOW2 version, because it would be extremely helpful if we could update our current RGM importer to import markers and bones as well!

    Great work again!

  26. #26
    Senior Member horusheretic's Avatar
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    saucesome. so are the materials and shaders working properly then?

  27. #27
    Moderator Darkbladecr's Avatar
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    Looking at your code I santos I can start to make sense of it in the bone part, however the code is not compatible with the CoH .rgm files I tried changing and tricking the importer to bring it in, but it doesn't find any mesh or attributes to import

    bone max script



    Now the same level system is used with CoH models and Mannerheim was able to gather all the max bone data through a max script.

    Max bone data picture



    I do realize this may be a lot to ask for, but once you get the time I would like to work with you to be able to import bones from the CoH .rgm files. This is essential for infantry animations and the proper addition of models to existing relic models, essentially it would bring CoH modding to a new frontier.

    I look forward to the DOW2 model importer regardless
    Last edited by Darkbladecr; 23rd Mar 10 at 2:50 PM.

  28. #28
    @Darkbladecr

    I see you already have bone position, orientation and hierarchy level so it's certainly possible to create skeleton from that. That's pretty much how bones are stored in DOW2 models, except full transform matrix is written to file, not just position and orientation. With some little changes my code should work for COH as well.

    @horusheretic

    Material works though it's not exactly what it should be. The thing is DOW2 shaders are compiled and I can't load them in MAX. I think it might be possible with MAX SDK but it's quite painfull from what I've heard. Anyway right now materials are fully editable (you can change parameters and write them back to file) but in MAX viewport only diffuse texture is visible. Not perfect but works.

    @{Exo}{Elite}

    Animations and other stuff like motion tree still can't be edited so you can't just import full model from DOW1. But we'll get there...eventually.

  29. #29
    Moderator Darkbladecr's Avatar
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    great to hear santos, I will try to get in contact with Mannerheim and see how he got the bone information, however he has been inactive for a while now

  30. #30
    No worries Darkbladecr I just found out that format for both bones & markers is actually the same for COH & DOW2. Point me to this importer of yours and I see what I can do.

  31. #31
    Senior Member horusheretic's Avatar
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    Material works though it's not exactly what it should be. The thing is DOW2 shaders are compiled and I can't load them in MAX. I think it might be possible with MAX SDK but it's quite painfull from what I've heard. Anyway right now materials are fully editable (you can change parameters and write them back to file) but in MAX viewport only diffuse texture is visible. Not perfect but works.
    well, after a quick google, it looks to me that they may be direct x compiled shaders if that's any help.

  32. #32
    I'm way ahead of you horusheretic. I know these are DX shaders and I even used DX API to load them and draw some models (even with textures). So this kinda works except there's like 50 parameters more to be set and I don't know what some of them mean yet. Many of these variables come from model files of course but others are set by the engine which I obviously don't have access to. But eventually I think I can make it work...

  33. #33
    WIN on a thousand levels!

    The emperor smiles upon us this day!
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  34. #34
    Moderator Darkbladecr's Avatar
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    You can probably look at the way CoH handels the shaders and materials as it also uses a direct x shader system, which is controlled by variables handeled by .fx files from the engine. You may be able to find these files in the dow2 archieve, if not you can take the CoH ones and see if you can make it work on the basis of those ones.

    As for the CoH model importer. Version 2.1 the latest one is here: http://fneep.fiffa.net/?page_id=46

    I can pass some CoH exporting files your way if need be.

  35. #35
    Praised be the Emperor!

    Great work!

  36. #36
    Member eliw00d's Avatar
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    This is extremely good news for both DOW2 and COH! I really hope that we can get skeletons imported for COH, that would be great.

  37. #37

    Model Exporter release notes

    Relic Model Exporter
    ver. 0.7 BETA

    Below you can find some release notes for first release of Model Exporter. I explain here some basic concepts behind models and current limitations of the exporter.

    There's also a quick tutorial over here.

    Materials

    Materials in DOW2 are basically shaders with attached input parameters. You can edit them with MAX Material Editor. There are 3 sections here: Shader, Textures and Parameters. Shader is pretty obvious. You can change it by clicking the button, however it's normally not practical to do this. Note that only shaders that start with 'dow2' should be used here ('dow2_unit', 'dow2_wargear').

    When shader is loaded from MODEL file or you select it via UI, script will load and parse correct file from [Archives]/shaders. This means you need to have the path set correctly and these files should be there unpacked.

    SHADER files are not actual shaders but just some simple scripts that define input parameters. By parsing it I know which controls to disable/enable in Material Editor and later which variables should be exported into model.

    Second section contains textures. You set them normally by pointing to a DDS file on disk. Note that only diffuse texture will actually appear in viewport at the moment. Third section containst some numeric and boolean parameters. I have no idea what most of them mean so feel free to experiment with this.

    Meshes

    Meshes need to be MAX Editable Meshes. At minimum exporter will write vertex position, normals, binormals and tangents. Texture coordinates in channel 1 are also required, channel 2 will be exported if it's not empty. Texture channel 2 seems to be used for some special effects in buildings but I'm not yet exactly sure how. Vertex colors are not currently supported (they're almost not used at all). If mesh has Skin modifier, exporter will write vertex blend weights and blend bone indices. Usual rules apply here - 4 bones per vertex at most and weights must be normalized (add up to 1).

    Every mesh needs to have a name in specific format:

    [Group name]:[LOD]:[Sub mesh name]
    eg. healthy:lod0:helmet

    Colons are used here to split the name on exporting so try not to use them in sub mesh name.
    Group name can be one of these: healthy, light_damage, heavy_damage, wreck. This basically represents model in different damage states. Most infantry will have only 'healthy' mesh, buildings will often have all of them.
    Every mesh group can have up to 3 level of detail meshes (so called lods). They are called lod0, lod1, lod2.
    Every lod in turn can be made of 1 or more sub meshes. General rule here is to split model into parts only if different parts use different materials. So if you have only 1 material there should be only sub mesh in every lod in every mesh group.

    From these mesh names script will create a tree upon export like this:

    healthy
    - lod0
    -- subMesh1
    -- subMesh2
    - lod2
    -- subMesh1
    -- subMesh2
    wreck
    - lod0
    -- subMesh1
    -- subMesh2
    - lod2
    -- subMesh1
    -- subMesh2

    This is the way it is stored in model file. It is best to use exisiting model as a base and just replace the meshes you want so you don't have to deal with this.

    Bones

    Skeletons should start with a bone called 'skeleton_root'. Other than that there's nothing special about DOW2 bones.

    Markers

    Marker is a point in 3D space that also has direction. They are commonly used to mark where effects will be played. Marker's local Y axis should point to the direction of choice. I'm using MAX Point Helpers to represent markers, other objects are not supported. Script treats every Point Helper as marker so don't use them for other purposes. Commonly markers will have bone as a parent so they move with the entire model. They can also have some extra parameters which currently are stored in marker's User Defined Properties and these can be one (or more than one) of the following:

    marker_field_of_fire = 0
    marker_destruction_level = (0, 2, 3, 4)
    marker_type = (synckill, spawn point, entrance, combat slot)
    marker subtype = (vehicle, human)

    'marker_field_of_fire' is most commonly used but always has a value 0 so I have no idea what's the use of it. Same goes for 'marker_destruction_level'. 'marker_type' and 'marker_subtype' are used to mark things like spawn points and are used in those buildings that units can enter.

    The question here is what can be done with markers at the moment? I don't think deleting marker is a good idea as it might be already referenced in motion tree. Adding marker is possible but pointless right now because you can't connect it to an effect. Moving around and changing orientation should work and can be quite useful actually. For example you could tak exisiting weapon and make some other weapon based on it but with longer barell. In that case you would need to move the marker so bullets are created at corrent position.

    There's one more thing to be aware of here however. For some models there's also an extra file which happens to contain some marker data. I have no idea what exactly it is used for and I have no understanding of this file. I mention this because possibly same marker might be referenced in both files and it's hard to say what happens when you edit the marker only in MODEL file.

    Miscellaneous

    There are two more elements commonly found in MODEL files: Damage States and Data Table. The purpose of Damage States is to link mesh groups with 'damage_state' variable. So basically it's not enough to just call your mesh 'wrec'k for it to appear when model is in 'wreck' state. Currently this data is stored upon import and then written back to model upon export but I'm going to make it editable someday. The other thing is Data Table. This commonly appears in MOTIONTREE files and I have really no idea what it's doing in models. It's basically the same thing you can create with COH editor (Events, State Machines and Variables). The problem is some models have this, some not so I don't really know when to export this. Currently it's not exported at all and models seem to work but I need to test this some more.

    Known Bugs

    There's a small problem with the way I calculate normals at the moment. It's either wrong or too simplified and some models will suffer from this. Basically some edges on a model which should be smooth may export as hard. I hope to be able fix this sometime soon so at worst you will have to reexport every model done until then.

    Some things to consider...

    It is recommended to use exisiting model as base for exporting at the moment. There's some extra data that needs to be carried over and if you start from scratch this stuff just won't export.

    Another thing to be aware of is that MODEL file is just one of the many bits that make model in DOW2. There is also this thing called MOTION TREE which connects animations with effects and contains rules on what animation to play when. This file is not editable at the moment so our editiing capabilities are still somewhat limited.

    I belive the best use of the exporter right now is to change visual appearance of models. So you can do things like new heads, helmets, armours, accessories. Weapons should also be doable if you accept the fact that effects can't be edited yet. For bigger mods it should be possible to do things like space marines chapters with some custom looking units, maybe some new units as well based on exisitng ones like say Dire Avengers? (hint, hint )

    Motion tree is unfortunately not the only file that can't be edited. There's also a lot of stuff from Havok which is a physics and animation library. Animations might be editable at some point, I did some research here already but I still don't know much about physics. Many models have physics file attached and I belive that if you change topology of the mesh this should be somehow rebuild to make the model work properly. I can't say much more this right now, it's something I need to investigate but you should be aware of this when trying to edit vehicles and building which commonly have physics data attached.
    Last edited by Santos; 31st Mar 10 at 9:39 AM.

  38. #38
    Certifiably insane Kresjah's Avatar
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    First of all, good to see you back in business. You suddenly disappeared back in the good old days... hope it was just lack of interest and nothing more serious that took you out. Nevertheless, great job on this so far.

    I haven't gotten around to installing and testing your latest version, but the first one so far has been great. I have not yet experienced any bugs or anything using Max 2008 to import. I'm going to try out the new version any moment to see if I can do some nifty things.

    That said, I'm gonna put on my mask of shamelessness and throw out a few requests for the tool. I have, as said, not yet gotten around to checking the version you just released, so if what I mention has been implemented already, ignore that.

    * First one should hopefully be rather simple. An option when importing to "merge" bones if identical. By that I mean that if I import an armor and a head to the same scene (resetscene = 0), it will make two sets of the skeleton with identical names, when essentially it could "remap" the last imported mesh to the bones of the initial one.

    * Second one, now this is quite a big request, which I understand is quite likely a pain in the ass to code in and not even sure if it's possible (though better to have asked and gotten turned down than to never ask and find out it would have happened if I did)... the possibility for the bones to be imported to an actual biped setup rather than as normal bones. I guess that would require you to create a new biped and rescale and move the biped parts itself to match the bones though. Again, I understand that this is likely no menial task, but it's worth trying.

    * Lastly, something I remember being mentioned from DoW1 as not easily done (once again). Importing smoothing setup from the .model files. Is there any chance of this happening at all?

    Again, it's good to see you up to old tricks, and a many thanks for taking your time to do your magic on this. Hopefully this should propel the activity in the modding community.
    Das Bavarian Franch Reich
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  39. #39
    Quote Originally Posted by Kresjah
    First of all, good to see you back in business. You suddenly disappeared back in the good old days... hope it was just lack of interest and nothing more serious that took you out. Nevertheless, great job on this so far.
    Yeah, I had other things to do back than (you know this so called Real Life ) but I lost interest with the game as well. Sometimes you just feel you're done with something and move along to other things. That's what happened. Nice to see you're still around here Kresjah.

    Quote Originally Posted by Kresjah
    * First one should hopefully be rather simple. An option when importing to "merge" bones if identical. By that I mean that if I import an armor and a head to the same scene (resetscene = 0), it will make two sets of the skeleton with identical names, when essentially it could "remap" the last imported mesh to the bones of the initial one.
    Yep, that's on my TODO list already.

    Quote Originally Posted by Kresjah
    * Second one, now this is quite a big request, which I understand is quite likely a pain in the ass to code in and not even sure if it's possible (though better to have asked and gotten turned down than to never ask and find out it would have happened if I did)... the possibility for the bones to be imported to an actual biped setup rather than as normal bones. I guess that would require you to create a new biped and rescale and move the biped parts itself to match the bones though. Again, I understand that this is likely no menial task, but it's worth trying.
    Well, I remember trying this for DoW...and failing. The thing with biped is that it's already constrained and you can't move some bones freely. To move lower arm for example you need to rotate upper arm. I'm going to try this again sometime soon as I realize it would be a great future but can't really promise anything right now.

    * Lastly, something I remember being mentioned from DoW1 as not easily done (once again). Importing smoothing setup from the .model files. Is there any chance of this happening at all?
    You can use auto smooth but I guess you mean the real thing here. It' on my TODO list as well. Btw. you don't need to set the smoothing groups with current version of exporter. Normals are calculated automatically though not exactly correct.

  40. #40
    Moderator Darkbladecr's Avatar
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    the possibility for the bones to be imported to an actual biped setup rather than as normal bones
    This may be easier to implement with a third party setup. I know for CoH we used the Softimage CAT for 3D max 8 to implement a basic infantry skeleton. Maybe if you coded it for this bipod it would be easier, the editing of position and movement seems simpler than the default

  41. #41
    Senior Member horusheretic's Avatar
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    You just keep inspiring me dude!

    now to get that sister of battle ingame

    should be doable if i reuse the existing animation sets for now .

  42. #42
    Certifiably insane Kresjah's Avatar
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    Ahh, the joys of real life. Hopefully it's mostly been good things taking up your time.

    Regarding the biped issue, I thought about what you said, and was wondering whether "building" the biped in a certain order would work. Since Relic used bipeds when creating their models, they should technically be within the limits of a biped, so it would rather be a matter of getting things set up right.

    Would a relative, strict-order setup work? By that I mean that you set placement and whatever other attributes of the seperate bones of a biped in a certain order. If you spawn a biped at placement 0,0,0 with rotation 0,0,0 and the arm placement on the model is as 200,300,400 with rot 189, 270, 50, you're bound to get into trouble. However, what happens if you always make sure to move/rotate/scale/whatever the parent bone before the child bone? As an example (assuming the rest of the biped is already correct), you move/rotate bip01_upper_arm first before attempting to do the same to bip01_lower_arm. In most cases the restraints seem to be in relation to the parent object, so I thought maybe taking care of the parent object first would work.

    Then again, you probably know better than me when it comes to this. It's just a theory that popped into mind, thought I'd share it at least.

    Now, I have some imports to do

  43. #43
    Senior Member horusheretic's Avatar
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    Note that only diffuse texture will actually appear in viewport at the moment. Third section containst some numeric and boolean parameters. I have no idea what most of them mean so feel free to experiment with this.
    they usually do that with me anyway. they show up on render though.

    if you've changed the settings in max and it still doesnt then there might be a problem. its not a really big issue to be concerned with though.

    Edit: when i open the script, it shows this line (ln 900)

    Code:
    		local resetScene = (getINISetting inifile "Options" "ResetScene") as BooleanClass
    and throws up:
    -- unable to convert: "" to type: boolean class.
    Last edited by horusheretic; 24th Mar 10 at 4:59 PM.

  44. #44
    Some error on the script.

    This is when i run the script i get this error


    Here when i try importing an .model


    I placed them in the right area but still isn't responding.

  45. #45
    @Kresjah

    Your theory is correct and it's actually how you need to do it with normal bones as well. If bone has a parent it's transforms are stored in parent coordinates so you need to apply transforms in order or everything gets screwed.

    Now with biped this is somewhat tricky as in case of some bones you need to apply transform to a parent bone in order to move it's child. This is something that possibly can be calculated with 3D maths but I've yet to try.

    @horusheretic

    Check your options.ini. ResetScene should be either true or false.

    @Nightshade

    Check your options.ini as well. Not sure about the second one, it seems to be telling you that ReadChunk function is undefined. You got the scripts in scripts/startup? Can you give me full contents of MAX listener window on this error? What is your MAX version?

  46. #46
    This is what i get from the option.ini txt

    [Common]
    Archives=C:\Documents and Settings\Olin\Pulpit\Nowy folder (2)\Archives

    [Options]
    ResetScene=true
    AutoSmooth=true
    AutoSmoothTreshold=50.0

    And yes i even replace the right location of the archives C:\ drive

    I'm using max 8, 9 and 2008, which all of them has the same error. The pictures up there are from 8.

    I placed the scripts in the scripts/startup but this is what i get.


  47. #47
    I belive it can't find or open options.ini file. Run these two commands in MAXScript listener and tell me what is the output:

    print maxpath
    print inifile

    (also you may want to remove or rescale that last screenshot cause it doesn't even fit on my screen )

  48. #48
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    ive got the same option ini file as nightshade.

    im using max 2008

  49. #49
    Ok, so try running these two commands above as well and tell me the result.

  50. #50
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    this is the result i got when i ran the script under the
    print ini command.
    Code:
    #
    -- Unable to convert: "" to type: BooleanClass
    **	thread data: threadID:2128
    **	------------------------------------------------------
    **	[stack level: 0]
    **	In RelicModelImport.open(); filename: C:\Program Files\Autodesk\3ds Max 2008\scripts\startup\RelicModelImport.ms; position: 23210
    **	member of: Rollout:RelicModelImport
    --		Locals:
    --			autosmooth: undefined
    --			resetScene: undefined
    --			treshold: undefined
    --		Externals:
    --			resetSceneCheckBox: RolloutControl:resetSceneCheckBox in rollout:RelicModelImport : CheckBoxControl:resetSceneCheckBox
    --			owner: Rollout:RelicModelImport
    --			autoSmoothTresholdSpinner: RolloutControl:autoSmoothTresholdSpinner in rollout:RelicModelImport : SpinnerControl:autoSmoothTresholdSpinner
    --			inifile: Global:inifile : "C:\Program Files\Autodesk\3ds Max 2008\scripts\startup\SantosTools2\options.ini"
    --			RelicModelImport: Rollout:RelicModelImport
    --			autoSmoothCheckBox: RolloutControl:autoSmoothCheckBox in rollout:RelicModelImport : CheckBoxControl:autoSmoothCheckBox
    --		Owner:
    --			Locals:
    --				resetSceneCheckBox: RolloutControl:resetSceneCheckBox in rollout:RelicModelImport : CheckBoxControl:resetSceneCheckBox
    --				materialsCheckBox: RolloutControl:materialsCheckBox in rollout:RelicModelImport : CheckBoxControl:materialsCheckBox
    --				meshesCheckBox: RolloutControl:meshesCheckBox in rollout:RelicModelImport : CheckBoxControl:meshesCheckBox
    --				importButton: RolloutControl:importButton in rollout:RelicModelImport : ButtonControl:importButton
    --				boundingVolumesCheckBox: RolloutControl:boundingVolumesCheckBox in rollout:RelicModelImport : CheckBoxControl:boundingVolumesCheckBox
    --				autoSmoothTresholdSpinner: RolloutControl:autoSmoothTresholdSpinner in rollout:RelicModelImport : SpinnerControl:autoSmoothTresholdSpinner
    --				markersCheckBox: RolloutControl:markersCheckBox in rollout:RelicModelImport : CheckBoxControl:markersCheckBox
    --				archivePathButton: RolloutControl:archivePathButton in rollout:RelicModelImport : ButtonControl:archivePathButton
    --				autoSmoothCheckBox: RolloutControl:autoSmoothCheckBox in rollout:RelicModelImport : CheckBoxControl:autoSmoothCheckBox
    --				bonesCheckBox: RolloutControl:bonesCheckBox in rollout:RelicModelImport : CheckBoxControl:bonesCheckBox
    --			Externals:
    **	------------------------------------------------------
    **	[stack level: 1]
    **	called from top-level
    and this is what i got from the max path command when i ran the script
    Code:
    #
    -- Unable to convert: "" to type: BooleanClass
    **	thread data: threadID:2128
    **	------------------------------------------------------
    **	[stack level: 0]
    **	In RelicModelImport.open(); filename: C:\Program Files\Autodesk\3ds Max 2008\scripts\startup\RelicModelImport.ms; position: 23210
    **	member of: Rollout:RelicModelImport
    --		Locals:
    --			autosmooth: undefined
    --			resetScene: undefined
    --			treshold: undefined
    --		Externals:
    --			resetSceneCheckBox: RolloutControl:resetSceneCheckBox in rollout:RelicModelImport : CheckBoxControl:resetSceneCheckBox
    --			owner: Rollout:RelicModelImport
    --			autoSmoothTresholdSpinner: RolloutControl:autoSmoothTresholdSpinner in rollout:RelicModelImport : SpinnerControl:autoSmoothTresholdSpinner
    --			inifile: Global:inifile : "C:\Program Files\Autodesk\3ds Max 2008\scripts\startup\SantosTools2\options.ini"
    --			RelicModelImport: Rollout:RelicModelImport
    --			autoSmoothCheckBox: RolloutControl:autoSmoothCheckBox in rollout:RelicModelImport : CheckBoxControl:autoSmoothCheckBox
    --		Owner:
    --			Locals:
    --				resetSceneCheckBox: RolloutControl:resetSceneCheckBox in rollout:RelicModelImport : CheckBoxControl:resetSceneCheckBox
    --				materialsCheckBox: RolloutControl:materialsCheckBox in rollout:RelicModelImport : CheckBoxControl:materialsCheckBox
    --				meshesCheckBox: RolloutControl:meshesCheckBox in rollout:RelicModelImport : CheckBoxControl:meshesCheckBox
    --				importButton: RolloutControl:importButton in rollout:RelicModelImport : ButtonControl:importButton
    --				boundingVolumesCheckBox: RolloutControl:boundingVolumesCheckBox in rollout:RelicModelImport : CheckBoxControl:boundingVolumesCheckBox
    --				autoSmoothTresholdSpinner: RolloutControl:autoSmoothTresholdSpinner in rollout:RelicModelImport : SpinnerControl:autoSmoothTresholdSpinner
    --				markersCheckBox: RolloutControl:markersCheckBox in rollout:RelicModelImport : CheckBoxControl:markersCheckBox
    --				archivePathButton: RolloutControl:archivePathButton in rollout:RelicModelImport : ButtonControl:archivePathButton
    --				autoSmoothCheckBox: RolloutControl:autoSmoothCheckBox in rollout:RelicModelImport : CheckBoxControl:autoSmoothCheckBox
    --				bonesCheckBox: RolloutControl:bonesCheckBox in rollout:RelicModelImport : CheckBoxControl:bonesCheckBox
    --			Externals:
    **	------------------------------------------------------
    **	[stack level: 1]
    **	called from top-level

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