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

  1. #401
    Yo,

    Having loads of issues with this and not really sure what's going on as have followed the read me files as best as i could

    So,

    Copied the Max scripts into the correct location into both the 64bit version and 32bit version and neither are giving me an option to import/export into a .model format.

    I have unpacked some of the archive files (pretty unsure really which ones to use as there seem to be a lot and are rather messy), 200_data.sga and gameart.sga, ive then used the your model viewer to open the .model files which is getting funny results. There is no mesh or materials there but it does show bone locations and the animation on bones. I guess I'm trying to work with the wrong files.

    I am new to DoW modding in general and have been struggling to find much information on file formates and getting custom assets in game. I am looking to build some custom assets and custom tiles / splats to get running in a custom map. Do you know of any other tutorials then your own that may help and is it even possible to create custom layered tiles?

    Thanks in advance for any help / advice.

  2. #402
    Copied the Max scripts into the correct location into both the 64bit version and 32bit version and neither are giving me an option to import/export into a .model format.
    Are you trying to import/export from File menu? You need to go to Utilities tab (hammer icon), click MAXScript and then select 'Santos Tools 2' from the drop down list. Than you need to select a module file from Dawn of War 2 main directory. If module is valid you will see two new rollouts: Import and Export. Use Import->Import Model to import model and Export->Export Model to export model.

    I have unpacked some of the archive files (pretty unsure really which ones to use as there seem to be a lot and are rather messy), 200_data.sga and gameart.sga
    You will need shaders and art\defaults directories at the very least for Model Editor to work properly. If you have enough free space on disk you can just unpack everything.

    ive then used the your model viewer to open the .model files which is getting funny results. There is no mesh or materials there but it does show bone locations and the animation on bones. I guess I'm trying to work with the wrong files.
    This is normal for some models. They don't have any materials or meshes inside because their appearance is controlled by wargear items (armours, helmets, weapons etc.). You can use Attachments page to import some additional models.

    I am new to DoW modding in general and have been struggling to find much information on file formates and getting custom assets in game. I am looking to build some custom assets and custom tiles / splats to get running in a custom map. Do you know of any other tutorials then your own that may help and is it even possible to create custom layered tiles?
    Ask this question in mapping section of these forums. My tools only handle models and animations.

  3. #403

    Santos Tools 2 v0.6.0.0 released!

    Santos Tools 2 v0.6.0.0 released!

    Download links:

    Download from Hotfile
    Download from RapidShare
    Download from ModDB

    Right, so the new version finally arrived! Major highlight of this version is animation export but there are also many other improvements both to scripts and Model Editor.

    For a start tools now come with an installer and need to be installed into main Dawn of War 2 directory. This is important because both scripts and Model Editor will now look for available modules on load and you won't be able to do anything without valid module set. If you choose to install scripts, installer will also ask for 3D Studio Max main directory (MAX 8+ is supported).

    Scripts

    NOTE: Export Dialog is now using relative path for output file (in relation to currently selected module). Models created before this version won't export properly until you change the path to be relative.

    Smoothing Groups

    Import script can now import models with smoothing groups. There is a new section called Smoothing on Import rollout which allows to select type of smoothing applied to imported model. Old way of smoothing, with Edit Normals modifier is still available and you can also import models with no smoothing set (which is a little bit faster).

    As I mentioned once or twice, smoothing groups are not stored in model files. Script will attempt to recreate them from vertex normals using the least number of groups possible, which for some models gives surprisingly good results but for others not so much.

    NOTE: Script may fail to import smoothing groups correctly or even crash for some models. I'm aware of this bug but wasn't able to fix it yet.

    Wertex Velding

    Import script can now weld vertices on import (optional) which will produce meshes with less vertices and divided nicely into elements.

    Animations

    All animation related functions are now on their own rollout. There are three sections here Import, Export and Utilities which should be pretty self-explanatory. Upcoming tutorial will explain this in more detail.

    Model Editor

    Model editor received many improvement since the last version. Below are some more notable features of this version but be sure to check program's readme file to see what else have changed.

    Animations

    Application can now modify Dawn of War 2 animation containers (HKANIM files) and convert animations to Havok 4.5.1 format used by the game. This will be explained in more detail in the upcoming tutorial.

    Layouts

    Program has now it's own layout system. Basically there are two editing panels and a number of pages you can put on them (currently 8). Panels can also be hidden. Modified layout is saved immediately into settings, so when you open the program again layout will be restored. It is also possible to store layouts permanently in custom files and load them back when needed.



    Army Painter

    Program now has it's own Army Painter, similar to the one found in game. This is naturally only for viewing purposes as game will set the team colours anyway. It's possible to use custom colours and templates (like those from hangar-8's mod) if you extract files into your mod's folder.



    Bounding Box Editor

    This editor allows to create and modify model's bounding boxes: simbox and coverbox. While editing these files was previously possible with MAX (or even by hand), this editor makes it as easy as possible.



    Logging

    Logging has been much improved from previous version. Log file is created when program starts and is written to during the whole session. There is also a log view window at the bottom of main program's window, which shows portion of the log related to the last operation (opening file, importing animation etc.). It displays all log messages in three categories: Warnings, Errors and Info. Warnings will happen often but they can be safely ignored in most cases (usually some missing textures). Errors however mean something really bad has happened and they should be resolved before continuing to work with the model. Info messages can be used to get addition context for warnings and errors.



    This is it. As mentioned before there is a tutorial coming about animation exporting (maybe even more than one ). The next version of the tools will probably allow to modify MOTIONTREE files or maybe it's going to be something else . Have fun!
    Last edited by Santos; 9th Dec 10 at 11:39 AM.

  4. #404
    OH GOD YES



    Downloading now, i guess now i just have to learn how to animate things, shouldn't be too hard.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  5. #405
    Thanks for the fast reply!

    Sweet, max has found the importer/exporter now

    So I want to unpackage everything into the steamapps\dow2 dir and they will create the "modules"?

  6. #406
    iNCREDIBLE!!!!!!!!!
    I love Warhammer

  7. Forum Subscriber  #407
    downloaded and followed instructions and double clicked model editor and got message (program cant start cause d3dx9_43.dll is missing) got that dll fom microsoft SDK
    now when i try to start i get (program cant start cause lua51.dll is missing).

    am a bit out of my depth for trying to fix that do you have any pointers?

    im running windows 7 64 bit

  8. #408
    Sorry, my bad, just forgot to include one dll file. Please download and run the installer again.

  9. #409
    Member Chaos Godstone's Avatar
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    Thanks for the prompt action, however, some of us, myself included, do not have the Microsoft SDK and so the tool is still missing d3dx9_43.dll.
    Thanks again.
    Last edited by Chaos Godstone; 7th Dec 10 at 1:43 PM. Reason: Removing unintended pomposity.

  10. #410
    I... I think I need to start modelling again...

    Also:








    YES
    DͭͭE̲̪͛́A̧̪̗̝ͨ̂̄̆̎T̐̐͒͒̄̄҉̣̝͈ͅH͕͇̪̱̋̑ͣ̎̐ͬ ̧̝T̥̖͌Ơ͋͋̔ ̬͓̘̦̼̟̑̇̔͌ͮ͋̏Ṭ̷͇̙̻̳̪͕ͣ̑H̸͈ͦ̂̐͂͆ͪ̈́E̢̿̄͊̾͆͆ͪ ̵̈́̉͒E̺̤̿̈ͤͮ̌̉͜N͐̃ͦ̅̕E̷͇̗̜̔ͮͤ̽M̴̥̃I̳͑͐̌͘E̫̒́S̡̤̰̯͚̐ͯ̐ͤ
    ͖̐͒ͩ̊͆́̚O̝ͪ͗ͬͬͮͧF̫̪̗̘͕̎̒ͪͩ͋ͅ ̣͔̔́ͦͮT͋H̺͎̫͕̖̐͟Ê̓͏̳͕͇̫̭̝̻ ̓̍̓̍̓ͯ͗́F̙̭͙̪͇̤̲̉͑͒̓̈́͒A͊̑ͥ̆̀L̴͚͉͇̞̼̗̑ͧ͒̒S͔̺̘̟̻̬ͦ͐ͩ͛Ě̯̠̹̕ ̹̮̊̈̆̓ͬͅÉ͖̟̙̮M̀Pͭ̉́̑͐̑̏E̹̬̹̭̋̌̇́R͕̣̦͎̽ͮ͗̿ͮ̏͌͢O̘̬̩̘͍R̪ͮͣ

  11. #411
    Thanks for the prompt action, however, some of us, me especially, do not have the Microsoft SDK and so the tool is still missing d3dx9_43.dll.
    Try updating your DirectX to the latest version.

  12. #412
    Member Chaos Godstone's Avatar
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    Well, that sorted the d3dx9_43.dll part, now it wants lua5.1.dll,

    There wouldn't be a download for that, would there?

    Thanks again.

  13. #413
    Is as if the world was losing the ability to read.

    downloaded and followed instructions and double clicked model editor and got message (program cant start cause d3dx9_43.dll is missing) got that dll fom microsoft SDK
    now when i try to start i get (program cant start cause lua51.dll is missing).
    Sorry, my bad, just forgot to include one dll file. Please download and run the installer again.

  14. #414
    Well, I just did (rapidshare link) and it's still the same. Trying the slow ass hotfile now.
    Hah! It's lua5.1.dll

    Time to search for this one too.




    OK. So, copy lua51.dll and rename it as lua5.1.dll. It should work.
    Last edited by GrimDark; 7th Dec 10 at 2:32 PM.

  15. #415
    Member Chaos Godstone's Avatar
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    Already did before my last post and though lua51.dll was added it wants lua5.1.dll and renaming the file to lua5.1.dll made it say it wanted lua51.dll.

    Also on a tangent,
    Santos is tantamount to Roboute Guilliman in normal human form for he has given us the Codex Astartes of modeling!

  16. #416
    Like I said, COPY the file, do not rename it... Then rename the lua51 - Copy.dll to lua5.1.dll.

  17. #417
    Yes, it seems both lua dll's need to be included. Installer has been updated again. Please reinstall as just renaming the dll might cause some problems.

  18. #418
    Member Chaos Godstone's Avatar
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    OK. So, copy lua51.dll and rename it as lua5.1.dll. It should work.
    Just tried this and while it seems to work there is probably something that could still not work.

    My browser is playing stupid. This is the second time IE has crashed and my statement has appeared two consecutive posts later,
    Last edited by Chaos Godstone; 7th Dec 10 at 3:00 PM.

  19. #419
    Member dtitov's Avatar
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    SANTOS YOU ARE THE MAN!

    lol great, now i have to learn how to do all the animation and modeling stuff in max. Downloading the tools. Do they support max 2011?

    Now couple of requests:
    -Since i have a specific thing in mind, if it is possible with these tools can you make a short tutorial on how to make sync kills? Like FC vs WB one.
    -For a basic animation tutorial would be preferable to have one where you make a new squad/unit from scratch. (at least for me as i can model/animate but a total nub to modding)
    Last edited by dtitov; 8th Dec 10 at 1:58 AM.
    Animator and a hobby modeller. Reel & contact: http://www.titovdenis.com

  20. #420
    Easy there man! Try to fit something in game for starters, sync kills will come later

  21. #421
    Actually that's a good question, i got a new model that i'd live to give a unique sync kill, is there anything specific to know about how Sync kills work?

  22. #422
    Santos, you are a damn legend! Thanks for this!
    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?!


  23. #423
    Member dtitov's Avatar
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    Exactly. If there's a possiblity for sync kills it's something i really like to explore. Dow2 is really lacking on awesome sync kills(Ok the ones that are there are pretty sweet but there's not nearly enough) and i always wanted to make GUO strangle the avatar with his intestines.

  24. #424
    You can modify sync kills and export them with new version of the tools. I suppose the right way to do it, would be to import sync death of some other unit into the scene, so you can match the sync kill animation properly.

    Adding completely new sync kills would require setting up some conditions in motion tree (which is not editable yet in this version) and possibly some extra code.

    Generally speaking creating new sync kills is hard because the animation itself is very long and must match the sync death. If you're new to animating, I would recommend starting with something easier.

  25. Forum Subscriber  #425
    thanks for the update santos
    the army painter is a very nice set up and the loading of the .models from your module set up is actually a real good idea, as previously i had model files all over the place and was very sloppy in keeping an eye on stuff and now the set up basically forces youto have all your stuff together, yep a great set of tools indeed!

  26. #426
    Member dtitov's Avatar
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    I am an animator by trade so i should manage. My main problem is the tools which i really cant figure out at all. That said i think your answer means i can't create a GUO vs AVA sync because there are no existing ones to modify.

    do you envision this "Adding completely new sync kills would require setting up some conditions in motion tree (which is not editable yet in this version) and possibly some extra code." to be overcome in later versions? Also sorry to be a pest any ETA on animation tut? I've pretty much figured out all i need to know in max to do the work. Biped skeletons work, do they?

  27. #427
    I am an animator by trade so i should manage. My main problem is the tools which i really cant figure out at all. That said i think your answer means i can't create a GUO vs AVA sync because there are no existing ones to modify.
    Yes, that's what it means.

    do you envision this "Adding completely new sync kills would require setting up some conditions in motion tree (which is not editable yet in this version) and possibly some extra code." to be overcome in later versions?
    My development version of Model Editor already allows to edit this stuff, so yes.

    Also sorry to be a pest any ETA on animation tut?
    ETA is -3 days. Tutorial is here.

    Biped skeletons work, do they?
    Yes, both import and export.

  28. #428
    Member dtitov's Avatar
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    Oh, sweet. Since i am a modding noob where should i ask a f#ckaton questions that i will have while following your tut? Here or elsewhere?
    From what i can see the tut, is modifying existing an animation of an the existing squad. So for example your "talk to the hand" animation will replace normal idle for all terminators?Also do i understand correctly creating new animation on totally new models is in development right now, yes?

    Thanks a ton gonna start reading/trying all this.

  29. #429
    Senior Member horusheretic's Avatar
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    When i try to import a mesh with the normals option selected i get an unknown system exception error message, and it takes me to line 625:

    newMesh.editNormals.ConvertFaceSelection &face &normals

    I use max 2008 btw.
    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.

  30. #430
    @dtitov

    If you have questions about the tutorial, please ask them in tutorial's thread.

    Currently you can replace existing animations and also add new animated accessories to existing models (capes, loincloths etc.). I'm writing a tutorial about this at the moment.

    It's technically possible to create a new model and export custom animations for it, however there's no way to tell the game when to play what. This is handled by motion tree which should be editable in some future version of the tools.

    @horusheretic

    This happens for every model? Looks to me like some internal MAX error, unknown system exception doesn't really tell much about problem.

  31. #431
    Senior Member horusheretic's Avatar
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    New script doesnt seem to allow me to export anything either... even on things that worked fine before hand with the old script :S

  32. #432
    What do you mean by "doesnt seem to allow me to export"? Try to be more specific.

  33. #433
    Senior Member horusheretic's Avatar
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    I can't when all it says is failed to export :S

    If i had some known errors to work by i'd try that but this is on meshes i already had working.

  34. #434
    The new exporter is using relative paths for exporting (check output path in Export Options). Might this be the problem here?

  35. #435
    Senior Member horusheretic's Avatar
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    The max file itself is saved in the docs folder, but the export path is the same as the mod folder.

  36. #436
    Path needs to be relative to mod folder, for example:

    Output Path: art\race_marine\troops\space_marine\space_marine.model
    Module: MyMod

    will save model file to:

    [Dawn of War 2 Path]\[MyMod Data Path]\art\race_marine\troops\space_marine\space_marine.model

  37. #437
    Senior Member horusheretic's Avatar
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    paths are correct. this is what comes up in the listener window:

    "Exporting model to 'art\race_chaos\troops_wargear\heads\woa_nightlords_head\woa_nightlords_head_01'"
    "Writing file header"
    "Writing root chunk header"
    "Exporting materials..."
    "-- Runtime error: replace end out of range: 70"

  38. #438
    Possibly some of your texture paths are not inside selected module's folder? There is a bit of inconsistency here, as materials are still using absolute paths. Feel free to send to me your max scene file if you're not able to solve the problem.

  39. #439
    Senior Member horusheretic's Avatar
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    I figured it out, I imported a SM and worked out from there... you could of said something about the lod and object name changes XD now i export fine

    So script adds those lod and healthy states automatically or we add them in?

  40. #440
    Yes, I've added a new way to organize meshes in previous version (someone's here wasn't paying attention ). You can import models grouped with MAX groups if Group Meshes import option is on, else importer will use fully qualified names ([mesh group]:[lod]:[sub mesh]). You can of course create these groups by hand as well, if you're making a model from scratch. Both methods can be use interchangeably or even combined in the same file, depending on your needs.

  41. #441
    It's technically possible to create a new model and export custom animations for it, however there's no way to tell the game when to play what. This is handled by motion tree which should be editable in some future version of the tools.
    Hmm, what if the animations are named the same as those of an existing model and then the motion tree of said model is simply copy pasted, for example if someone was to make a Dire Avenger with new custom animations but all of them were named the same as those of the Eldar guardian and then the Eldar Guardian's motiontree was copy pasted and renamed to Dire Avenger or whatever. I say this because when i made the Chaplain some fx mainly that of the jump pack didn't render until the motiontree file of the assault marine/space marine(one of those) was copy pasted and renamed to match the chaplain's model name.

  42. #442
    Senior Member horusheretic's Avatar
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    I barely update things much unless I need too, and when i do i check the readme rather than browsing through several threads.

  43. #443
    @Shuma

    Yes, if you copy motiontree file and use the same animation names, it should work.

    @horusheretic

    i check the readme
    Lies.

    Here's what I'm doing for the second animation tutorial. Just animated the cape for run animation but it definitively works.


  44. #444
    Member Chaos Godstone's Avatar
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    This looks like the Techmarine's servo arm could be animated to work with all the Space Marine animator compatable weapons.
    I do know from looking that some of the markers are present if not the bones.

    Just a mad thought for the near future based on dtitov mentioning sync kills, the Techmarine kills x enemy with the two handed hammer and throws the corpse with the servo arm.

  45. #445
    Senior Member horusheretic's Avatar
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    Lies.
    ============================
    SANTOS TOOLS 2 SCRIPTS
    ============================
    Version: 1.1.0
    Release Date: 06-12-2010
    Author: Santos
    Email: santostools@gmail.com
    ============================

    -------------------
    General Information
    -------------------

    'Santos Tools 2' is a collection of 3D Studio MAX scripts for importing and exporting Dawn of War 2 models and animations. All MAX version from MAX 8 upwards are supported.

    -------------
    Major Changes
    -------------

    + added vertex welding on model import
    + script can now import models with smoothing groups
    + added new animation rollout to handle animation import and export

    --------------
    Required Files
    --------------

    Script defines it's own material called 'Relic Material'. For this material to work properly you need to extract directory containing shader definition files (shaders\dow2_*.shader) into your mod folder. Additionaly default texture files from 'art\defaults' might be required.

    For exporting animations, you need to have 'Havok Content Tools' installed. You can download them for free for non-commercial use via the 'Try Havok' program (http://software.intel.com/sites/havok). Currently only version 6.6.0 is supported, which works on MAX 9 to MAX 2010.

    ----------
    Known Bugs
    ----------

    - importing smoothing groups may fail for some models (MAX may crash!)

    -----
    Usage
    -----

    In MAX go to Utilities panel, click MAXScript button and select 'Santos Tools 2' from the drop down list. A new rollout should appear called 'Santos Tools 2'.

    Santos Tools 2
    --------------

    This rollout displays currently active Dawn of War 2 module. To change current module select different module from the drop down list. Note that script requires a valid module file to operate on. Models must be imported from and exported to selected module's directory. If no modules were found 'Import', 'Export' and 'Animations' rollouts won't be visible.

    Import
    ------

    This rollout handles importing Dawn of War 2 model files. It contains three sections:

    + Import - allows to choose which elements of the model file to import

    - Meshes - import meshes
    - Materials - import all materials
    - Bones - import bones as MAX bones
    - Markers - import markers as MAX point helpers
    - Bounding Volume - import bounding volumes as MAX dummy helpers
    - SimBox - import simbox as MAX dummy helper
    - CoverBox - import coverbox as MAX dummy helper

    Materials will be imported into one multi material placed in slot 1 of MAX Material Editor. Markers cannot be imported without bones. Bounding volumes cannot be imported without meshes. Note that script will create bounding volumes on export so it's not necessery to have them in the scene.

    + Smoothing - allows to select smoothing type to be used on imported model

    - None - apply no smoothing
    - Smoothing Groups - apply smoothing with smoothing groups
    - Normals - apply smoothing with 'Edit Normals' modifier

    'Normals' option will give most accurate smoothing since it applies normals loaded from model file. 'Smoothing Groups' option will try to recreate smoothing groups from vertex normals using the least number of groups possible.

    + Options - allows to set import options

    - Reset Scene - reset current scene before importing model
    - Save Scene - save imported model to MAX scene file
    - Merge - merge imported model with contents of the current scene
    - Group Meshes - use MAX groups to organize meshes in the scene
    - Weld Vertices - weld mesh vertices that share same position
    - Import Biped - import skeleton as Character Studio Biped (if possible)

    When 'Save Scene' is checked, script will prompt to select output directory. Inside this directory two folders will be created: 'Reference' and 'Animations'. Imported model will be saved to 'Reference\Ref.max'. Animation folder will be empty and can be used as output directory for importing animations.

    When 'Reset Scene' is unchecked and 'Merge' is checked, imported models will be merged with models already in the scene, to use the same set of materials, bones and markers. This allows to build full model from various wargear items.

    If 'Group Meshes' is checked, script will create MAX groups for mesh groups and lods to organize imported meshes in hierarchical tree structure. If unchecked, imported meshes will have fully qualified names in the following format: [mesh group]:[lod]:[sub mesh].

    'Import Biped' will only work with 'Reset Scene' on as bipeds cannot be merged.

    Export
    ------

    This rollout handles exporting Dawn of War 2 model files.

    - Export Model - exports current scene into MODEL file
    - Export Options - displays dialog wich allows to set export options
    - Preview Model - opens current model in 'Model Editor'

    To export model press 'Export Model' button. Before exporting, export options should be set. These options will be saved with the model's scene file. To show 'Export Dialog' click 'Export Options' button.

    The most important setting here is 'Output File' which defines where exported MODEL file will be saved. Note that output path should be relative to current module data path.'Damage States' section allows to select which mesh group will be visible in different model damge states. In 'Data Table' section you can choose if to export 'damage_state' state machine and 'health' variable into MODEL file. 'Bounding Boxes' section allows to control exporting of model's bounding boxes (simbox and coverbox). This section will be disabled if given box is not present in the scene.

    'Options' section contains global export options. Currently the only option available is 'Delete File on Error'. If checked uncomplete MODEL files will be deleted when export fails.

    Animations
    ----------

    This rollout handles animation import and export. It contains three sections:

    + Import - contains functions for importing animations

    - Import Animation - import single animation from ANIM file and save it as MAX scene
    - Quick Import - import single animation from ANIM file without saving
    - Batch Import - import all animations in selected directory and save them to MAX scenes

    'Import Animation' and 'Batch Import' will save two additional files along with MAX scene file. RIG file will contain skeleton extracted from imported animation. TRACKS file will contain names of bones used in imported animation.

    'Import Animation' and 'Quick Import' will use currently loaded scene as reference file for imported animation. 'Batch Import' will ask for reference file if no max scene is opened. Reference file might be different from model's main reference file, but needs to contain all bones used in imported animation. To determine which bones are missing from reference file, import animation using 'Quick Import' and look in MAXSCript Listener (F11) for warnings about missing bones.

    + Export - contains functions for exporting animations

    - Export Animation - export animation into HKX file, shows 'Havok Content Tools' dialog
    - Quick Export - export animation without showing 'Havok Content Tools' dialog
    - Batch Export - export all animation in selected directory

    When exporting animation for the first time it is advised to use 'Export Animation' button. This will display 'Havok Content Tools' dialog. This dialog allows to modify animation export options and displays export log. To export animation press 'Run configuration' button.

    When modifying animation that was previously exported successfully, you can use 'Quick Export' button which will export animation in silent mode without showing 'Havok Content Tools' dialog.

    Both 'Export Animation' and 'Quick Export' require MAX scene file with animation scene to be already loaded.

    'Batch Export' will export all animations in selected directory and it's sub directories (up to one level deep), preserving directory structure in output folder.

    All export functions require RIG and TRACKS files to be present in the same directory as loaded MAX scene. These files will be created on animation import. For animation made from scratch you can create these files by using 'Edit Rig' and 'Edit Tracks' button in 'Utilities' section.

    + Utilities - contains additional animation related utility functions

    - Edit Rig - edit animation rig (skeleton)
    - Edit Tracks - edit animation tracks (bones used in animation)

    Pressing either button will launch custom dialog that allows to create bone list by selecting bones from the scene. Bones can be moved between lists by using '>' and '<' buttons. '>>' button will move all bones from scene to bone list, '<<' button will clear list. Pressing 'Reset' button will reload bone list from file. Pressing 'OK' button will save list to RIG or TRACKS file (depending which button was used) with the same name and to the same directory as currently loaded MAX scene file. To close dialog without saving press 'Cancel' button.
    Then enlighten me where it says to change name conventions and such for model export

  46. #446
    If 'Group Meshes' is checked, script will create MAX groups for mesh groups and lods to organize imported meshes in hierarchical tree structure. If unchecked, imported meshes will have fully qualified names in the following format: [mesh group]:[lod]:[sub mesh].
    Also naming conventions didn't change at all! Using MAX groups is just an alternative way to do the same thing.

    Anyway, I want to do a proper documentation at some point, however it would probably take me a month or so to write it, so I'd rather write some code. If you find something confusing feel free to ask. I can also write some mini tutorials about certain features of the tools if needed.

  47. #447
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    that's importing though. theres no such option on the export script and i already had the right naming conventions in the first place... so they should have exported just fine. unless the option is on the the wrong roll out and in the wrong part of the readme XD

  48. #448

    Santos Tools 2 v0.6.0.3 released!

    Santos Tools 2 v0.6.0.3 released!

    Download links:

    Download from Hotfile
    Download from RapidShare

    This is a small release. It contains some updates to animation scripts which were needed for the second animation tutorial.

    The new feature in this release is support for Havok 5.5.0, which means you can now use MAX 8 to export animations!

    I've also managed to fix smoothing groups import code which won't crash anymore and will work properly for all models. Model Editor is also less likely to crash now when animation conversion fails.

    You can install this update over your current installation.

  49. #449
    Brilliant, very much looking forward to the motiontree stuff.

  50. #450
    Santos never ceases to impress and amaze!

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