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Santos' Tools

  1. #451
    quasi-presence Palii's Avatar
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    I forgot to delete the old "DEV" scripts, so it didn't ask for a save location. It works like a charm. You are a praised Brainboy for all of us.

  2. #452
    Brother Santos
    Guest
    Quote Originally Posted by Palii
    I forgot to delete the old "DEV" scripts, so it didn't ask for a save location. It works like a charm. You are a praised Brainboy for all of us.
    Quote of the day: "Keep Brother Santos sane - read the readme file"

  3. #453
    Member potemkis's Avatar
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    Keep Brother Santos sane
    C'mon! Join me in Insanity, Santos! Hehe

  4. #454
    2841981
    Guest
    are there any other mirrors cause rapidshare hates me

    it wants me to pay for everything

    cheers

    nath/2841981

  5. #455
    Just select free...

  6. #456
    2841981
    Guest
    i do but it says wait 45 mins ect or choose premium

    edit: it says
    You have requested the file SantosTools_0.4.rar (228485 Bytes). This file has been downloaded 22 times already.
    IMPORTANT: Download-accelerators are only supported with a PREMIUM-Account!

    You have downloaded 52079 KB. Want to download more?
    Get your PREMIUM-Account now! Instant access! (Or wait 60 minutes)
    nath/2841981
    Last edited by 2841981; 5th Feb 06 at 8:52 AM.

  7. #457
    Ah you have downloaded more that 50 mb hmmmm do you downloaded alot from rapidshare.

    And with my eyes I can see that you need to wait 60 minutes,,

  8. #458
    2841981
    Guest
    ive never downloaded from there before

    nath/2841981

    edid

    OMG i waited all that time it said i was already downloading somthing and now it says this


    You have downloaded 100629 KB. Want to download more?
    Get your PREMIUM-Account now! Instant access! (Or wait 71 minutes)
    OMG, anychance someone could host it on filefront?
    Last edited by 2841981; 5th Feb 06 at 11:33 AM.

  9. #459
    Try using the mirror two: http://www.upload2.net/download2/aUQ...s_0.4.rar.html

    I've, without request, just for you, added it to my server too. Its not a big download anyway: http://dow.finaldeath.co.uk/SantosTools_0.4.rar . If Brother Santos wants, I'll happily remove it. He could upload it to DOW files too, of course
    Finaldeath

    Current DOW information on modding + FAQ - A good read for new and old modders alike!
    RDN Wiki Temp Location - Help, tutorials, Mod Tools info.

  10. #460
    2841981
    Guest
    cheers final i did try mirror two but that didnt even load for me

    thanks

    nath/2841981

  11. #461
    Member potemkis's Avatar
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    If any of the Relic guys are following this thread, I'd like to ask them about how they rigged up the Necron Warrior. I looked at it earlier today and noticed that there are two bipeds on one model. However, something else I noticed is that when you import it, the upper body biped is raised up and turned. It's the same in all the animations as well. I'm just wondering how this model was rigged and animated.

  12. #462
    Yeah I as wondering that too why the hell are the bones turned and much higher than the original mesh?

  13. #463
    Retired modder compiler's Avatar
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    May be they made the Necron warriors in 2 parts ?
    This way, the upper part of the body could be reused to make the Destroyers.


  14. #464
    Certifiably insane Kresjah's Avatar
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    Might it have something to do with their possibility to detach when dying and retach when getting revived, or am I completely off?
    Das Bavarian Franch Reich
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  15. #465
    Member potemkis's Avatar
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    I noticed 2 bipeds, 2 master dummies (1 for each biped) and a couple bones called:

    bip02 spine-align-bip01 and
    bip01 pelvis-align-bip02

    Or something like that. I saved off a separate Ref file and rotated and aligned the -align- bones to each other. I'm going to try and get a couple of actual bipeds from character studio in there to see if I can recreate what Relic did.

  16. #466
    You are right it reataches itself in it's getup anims.

  17. #467
    theoretical you do such an animation quit easily.
    all bones are linked, but in the animation file you can collapse the biped bones (it's just a mesh declared as bone) and unlink the parts. Indeed you don't need to have any skined object in the animation scene, you can always add the VIZ or REF layer in OE. So, the unlinked bone groups can be animated like you want.
    Also, you could link bones to another biped and unlink them dynamicly using the link constraint controler (menu/animation/constraint/link). The exporter simple exports the position of object that being used in the Reference max file. So, linking a. skining isn't controled by the animation.
    Another example of dynamic linking is a weapon that a character drops (don't work if the object is skined, most be a bone).

  18. #468
    Senior Member CLR's Avatar
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    I noticed 2 bipeds, 2 master dummies (1 for each biped) and a couple bones called:

    bip02 spine-align-bip01 and
    bip01 pelvis-align-bip02

    Or something like that. I saved off a separate Ref file and rotated and aligned the -align- bones to each other. I'm going to try and get a couple of actual bipeds from character studio in there to see if I can recreate what Relic did.
    This was simply to split the warrior in two.

    Those two extra aligning bones needed to be there because of the way I seperated the rig. If I had the chance to redo this unit, I would probably set him up differently today - forgoing the two bipeds in the ref.max and simply using them in any required animation file.

    What's important to remember, as Maestrorobertus points out, is that you don't need to maintain the hierarchy in animation files - as long as the bone names are the same as in the ref.max.
    Please, no unsolicited PM.

  19. #469
    Brother Santos
    Guest
    Quote Originally Posted by potemkis
    the upper body biped is raised up and turned.
    This might be a bug in my script though. :sadpanda:

  20. #470
    Certifiably insane Kresjah's Avatar
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    CLR made the Relic Necron Warrior too?!

  21. #471
    It seems so,,

  22. #472
    Member potemkis's Avatar
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    This might be a bug in my script though.
    On only one model though? Seems odd that it would only have this effect on one model...

  23. #473
    Senior Member CLR's Avatar
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    I noticed is that when you import it, the upper body biped is raised up and turned. It's the same in all the animations as well. I'm just wondering how this model was rigged and animated.
    This happened on occasion when I'd reattach/detach the biped. Select the upper biped root node (bip), and open Move All Mode found in the Biped rollout. See if there's an offset, if so, zero all values and in theory that should place the upper biped to it proper location (remember to collapse when done). If this doesn't work try simply aligning the upper body bip to one of the biped control dummies (they were all aligned the same way). The unfortunate part is that you need to do this on all animation files aswell.

    Hope this helps.

  24. #474
    This is probably a repeat, I'm sure I have seen it before but after a couple hours searching I can't find it. Made a new scout model and when I export it from 3dsmax almost all its animations are reading as xreffed is there a way to correct this so everything works? right now all the xreffed animations are broken. thanks.
    The more I learn about people the more I like my dog....

  25. #475
    Member potemkis's Avatar
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    Thanks much, CLR. I will definately try that. If it works, looks like a whole new chapter of fun just opened up in my favor!

  26. #476
    TheGameMaker
    Guest
    hmm... i get:
    no ""+"" function for undefinet

    any idea why?
    tryed in Max 7&8

    Cheerz TGM

  27. #477
    Member potemkis's Avatar
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    Question: where is the fix skin utility? Is it a plugin, maxscript, or something else? I got something ready to export, I got the errors, I fixed it in the ref file, but now ALL the friggin animations have the same error...

  28. #478
    Brother Santos
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    You can find the answer in ancient mysterious document known as
    file (hint: look for WHM Import script)

  29. #479
    Member potemkis's Avatar
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    Oh, duh to me! Heh

  30. #480
    TheGameMaker
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    could u help me too?? please!!!
    I go through the whole thret, found someon with the same problem.
    in threat 349 was postet a file, but it doesn´t work too.....
    any idea why it doesn´t work correctly with my Max?
    sry i know this sounds noobish but i only can create boxes with maxscript
    thx in advance
    TGM

  31. #481
    Brother Santos
    Guest
    @TheGameMaker
    PM me contents of max listener window after script crashes.

  32. #482
    TheGameMaker
    Guest
    done

  33. #483
    Member potemkis's Avatar
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    Okay, I finally managed to get through the Random Helmets tutorial using the plain tactical marine with the sgt's head and the space marine helmet.

    This is what I got:



    I'm pretty sure I followed it to a 'T'. The problem I'm getting is the marines with the actual helmets (space_marine_helmet_1) aren't moving at all and they're holding the flagpole. The marines with the sgt head (space_marine_helmet_2) are moving with complete animations, BUT they have no heads... kinda creepy...

    The problem has to be in the OE. Where did I go wrong?

  34. #484
    ZOMG!!! Tah Z0mb13z ar3 attack1ng!!!11111one1111

  35. #485
    Member potemkis's Avatar
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    Heh where's the OE gurus?

  36. #486
    Member Danimator's Avatar
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    Hey Potemkis, maybe we can do a swap:


  37. #487
    Member potemkis's Avatar
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    Hehe cool! Floating Head Legion Chaos Marines!


    You know where I probly screwed up was where you put the vis_helmet action into the actions in the action tree.

    This may be what confused me:

    12) Now we must put this 'vis_helmet' action into each main action in Action Tree (like default, die, melee_attack etc.). Make sure it is in the top of the stack at doesn't have any conditions. It may happen that action contains motions instead of actions. Because you can't have both actions and motions inside one action you will have to put here 'vis_helmet_1' and 'vis_helmet_2' motions and give them similar conditions as in 'vis_helmet' action. Make sure those 2 motions are at the top of the stack.
    He kinda lost me there...

  38. #488
    hehe I ran through that but didn't add vis anything to the action tree I deleated the sgts head and then renamed the helmet to what his head had been called and it works perfectly.

  39. #489
    Member greenphearo's Avatar
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    Help me please
    When i am importing some whm models it gets to first animation then comes up with this error why ?????
    Please HELP ME



    bone.pos = bone_pos

  40. #490
    Brother Santos
    Guest
    What error?
    What whm's?

  41. #491
    Member greenphearo's Avatar
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    Brother Santos Thanks for the help in advence


    This is one from in game winter ass tech_priest.whm

    This eror Unable to convert: undefined to typeoint3

    This is in the Max Script High lighted :bone.pos = bone_pos

  42. #492
    Member potemkis's Avatar
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    hehe I ran through that but didn't add vis anything to the action tree I deleated the sgts head and then renamed the helmet to what his head had been called and it works perfectly.
    Well, yeah that worked for me too, when I did the sergeant with a helmet tutorial. This is the random helmet tutorial...

  43. #493
    I have found an small bug in the whm importer after xreffing the csm and exporting an csm model *cough* night lords marine *cough* I saw that nearly every anim in there was being xreffed after I looked inside the animations folder I noticed that only 10 anims were imported....

  44. #494
    Brother Santos
    Guest

    Copy Animation script released

    :here: Download here

    This script is able to copy animations from max bones to biped bones (so it does the same job as JJTools but hell lot of faster - with one mouse click :3dcool: ). Pls read the readme file for detailed instructions.

    Quote Originally Posted by {B}lack_templar
    I have found an small bug in the whm importer after xreffing the csm and exporting an csm model *cough* night lords marine *cough* I saw that nearly every anim in there was being xreffed after I looked inside the animations folder I noticed that only 10 anims were imported....
    This is not bug. As you said CSM got most of its anims xrefed so they're not imported from CSM WHM file because they're not there! If you want to have all CSM anims you also need to extract all WHM files it xrefes from.

  45. #495
    Retired modder compiler's Avatar
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    Santos, is there any limit to your power ? :gonemad:

    Many thanks again for all the gifts you bestow upon us.

  46. #496
    Member potemkis's Avatar
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    Also, if you compare the csm with the sm, you'll notice that many of the anims remain the same. At least, that's how it seems.

  47. #497
    This is not bug. As you said CSM got most of its anims xrefed so they're not imported from CSM WHM file because they're not there! If you want to have all CSM anims you also need to extract all WHM files it xrefes from.
    I am talking about the vanilla csm wich came with the game itself
    When I import it nearly all anims are missing....

  48. #498
    quasi-presence Palii's Avatar
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    Praise Santos again and again. Thank you for this wonderous new tool!

    How can I fix track texture anims? They don't seem to import properly with the whm import script.

  49. #499
    Brother Santos
    Guest
    Quote Originally Posted by Palii
    How can I fix track texture anims? They don't seem to import properly with the whm import script.
    What's wrong with them? Are you reffering to any particular unit?

  50. #500
    TimHamm
    Guest
    You need 3dsmax for this... :mad: :boohoo: is there a trial verison of 3dsmax or somthing??

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