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.
#451
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"Originally Posted by Palii
![]()
C'mon! Join me in Insanity, Santos! HeheKeep Brother Santos sane
are there any other mirrors cause rapidshare hates me
it wants me to pay for everything
cheers
nath/2841981
i do but it says wait 45 mins ect or choose premium
edit: it says
nath/2841981You 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)
Last edited by 2841981; 5th Feb 06 at 8:52 AM.
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,,
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
OMG, anychance someone could host it on filefront?You have downloaded 100629 KB. Want to download more?
Get your PREMIUM-Account now! Instant access! (Or wait 71 minutes)
Last edited by 2841981; 5th Feb 06 at 11:33 AM.
#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.
cheers final i did try mirror two but that didnt even load for me
thanks
nath/2841981
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.
Yeah I as wondering that too why the hell are the bones turned and much higher than the original mesh?
#463
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.
#464
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
13 kilograms og Belgian hair
19 incidents of prolapsus from France
66 liters of unaware pancreas-hatted English priests
1/2 soothing-voiced Norwegian baboon
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.
#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).
#468
This was simply to split the warrior in two.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.
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.
This might be a bug in my script though. :sadpanda:Originally Posted by potemkis
#470
CLR made the Relic Necron Warrior too?!![]()
On only one model though? Seems odd that it would only have this effect on one model...This might be a bug in my script though.
#473
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.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.
Hope this helps.
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....
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!
hmm... i get:
no ""+"" function for undefinet
any idea why?
tryed in Max 7&8
Cheerz TGM
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...
You can find the answer in ancient mysterious document known as
file
(hint: look for WHM Import script)
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
@TheGameMaker
PM me contents of max listener window after script crashes.
done
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?
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:
He kinda lost me there...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.
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.
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
What error?
What whm's?
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
Well, yeah that worked for me too, when I did the sergeant with a helmet tutorial. This is the random helmet tutorial...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.
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....
: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.
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.Originally Posted by {B}lack_templar
#495
Santos, is there any limit to your power ? :gonemad:
Many thanks again for all the gifts you bestow upon us.![]()
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.
I am talking about the vanilla csm wich came with the game itselfThis 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.
When I import it nearly all anims are missing....![]()
#498
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.
What's wrong with them? Are you reffering to any particular unit?Originally Posted by Palii
You need 3dsmax for this... :mad::boohoo: is there a trial verison of 3dsmax or somthing??
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