| 04-03-2004, 08:24 PM | #1 |
As you see, I edited Rocking Arthas for Human Arthas Animations. I renamed all the bone names and transfered all the bone animations. Well, the model moves. but it looks horrible. Only Stand - 1 animation is perfect. Can anyone solve this? P.S : The bones were 90% same as original arthas. I just renamed them. Oh, If anyone knows merge a object with the other object on max, can you explain to me?(someguys call link to each object. but anyway) |
| 04-03-2004, 11:50 PM | #2 |
I made him w/ lots of anims of diff units, all he did was some crazy ass dance moves, and rotate, point and stair at the sky with the bandit animations which was kind of creepy, ill try to fix it. :\ |
| 04-03-2004, 11:56 PM | #3 |
Woah, that guy walks like he has no brain patterns... o_O Would be great if it's fixed. |
| 04-04-2004, 12:05 AM | #4 |
i'm kinda getting the problem. The reason why, he doesn't have whole body. I mean, the hand and lowerarm doesn't go with the human arthas's bone. maybe not :/ |
| 04-08-2004, 03:15 AM | #5 |
still, anyone can solve this? |
| 04-08-2004, 01:27 PM | #6 |
If you got max 5.1 I suggest the following: Get the attached file, its a mdx importer made by Fami (www.infoceptor.com is original source, but they replaced it with a version that turns them into md3 that are unreadable by md3 plugins...). You need this in conjuction of Kmk's importer (as that one imports the normals and tverts as well) . You need yobguls file converter as well. Put the files in your script folder (duh) Convert the mdx of the arthas (regular) into mdl and goto its header with the animation lists. There you will see: ================================================================ Sequences 13 { Anim "Stand - 1" { Interval { 3333, 6667 }, MinimumExtent { -154.372, -145.345, -41.5714 }, MaximumExtent { 135.577, 144.604, 118.823 }, BoundsRadius 207.343, } Anim "Stand First" { Interval { 10000, 16667 }, Rarity 5, MinimumExtent { -154.372, -145.345, -50.8508 }, MaximumExtent { 135.577, 144.604, 129.42 }, BoundsRadius 207.442, } Anim "Stand Second" { Interval { 20000, 26667 }, Rarity 6, MinimumExtent { -154.372, -145.345, -58.5597 }, MaximumExtent { 135.577, 144.604, 187.532 }, BoundsRadius 212.742, } Anim "Stand Ready" { Interval { 30000, 31000 }, MinimumExtent { -162.5, -143.208, -29.7471 }, MaximumExtent { 133.44, 142.467, 104.669 }, BoundsRadius 210.441, } Anim "Attack - 1" { Interval { 33333, 34333 }, NonLooping, MinimumExtent { -161.692, -145.092, -39.2506 }, MaximumExtent { 167.024, 144.35, 160.411 }, BoundsRadius 220.168, } Anim "Attack - 2" { Interval { 36667, 37833 }, NonLooping, MinimumExtent { -175.945, -147.584, -67.5383 }, MaximumExtent { 172.425, 144.604, 217.012 }, BoundsRadius 221.646, } Anim "Death" { Interval { 40000, 41500 }, NonLooping, MinimumExtent { -154.372, -145.345, -73.0451 }, MaximumExtent { 135.577, 172.391, 186.321 }, BoundsRadius 220.569, } Anim "Stand Victory" { Interval { 46667, 49333 }, MinimumExtent { -154.372, -145.345, -1.06609 }, MaximumExtent { 135.577, 144.604, 199.406 }, BoundsRadius 224.501, } Anim "Spell" { Interval { 53333, 55500 }, NonLooping, MinimumExtent { -154.372, -145.345, -40.0393 }, MaximumExtent { 135.577, 144.604, 238.33 }, BoundsRadius 224.491, } Anim "Stand Channel" { Interval { 60000, 61667 }, MinimumExtent { -154.372, -145.345, -0.62305 }, MaximumExtent { 135.577, 144.604, 239.487 }, BoundsRadius 233.49, } Anim "Stand Hit" { Interval { 66667, 67167 }, NonLooping, MinimumExtent { -172.083, -141.673, -25.705 }, MaximumExtent { 131.905, 140.932, 122.483 }, BoundsRadius 216.574, } Anim "Dissipate" { Interval { 73333, 75333 }, NonLooping, MinimumExtent { -154.372, -145.345, -66.6171 }, MaximumExtent { 135.577, 175.079, 553.363 }, BoundsRadius 324.988, } Anim "Walk" { Interval { 126667, 127433 }, MoveSpeed 250, MinimumExtent { -152.235, -143.208, -31.0483 }, MaximumExtent { 144.95, 142.467, 153.409 }, BoundsRadius 214.518, } } ================================================================ Copy the last framenumber in the last animation and goto the first animation. Replace the ending frame of the first animation with it. Change the starting frame of first animation to 0. Now delete all animations cept the first one. You should have this: ================================================================ Sequences 13 { Anim "Stand - 1" { Interval { 0, 127433 }, MinimumExtent { -154.372, -145.345, -41.5714 }, MaximumExtent { 135.577, 144.604, 118.823 }, BoundsRadius 207.343, } } =============================================================== Now save it in mdl format and convert it back to mdx. For your convenience I put it in the attached file as well. =============================================================== Now goto max, load the mdx importer by Fami first, and load the mdx of the arthas.mdx. Now, select the animation ( It contains all the animations now as you have made it run through to the last ending frame) and import it directly in max. Now it has the bones and the keys as well. Close fami's importer and save. =============================================================== You have two choises now: you can keep the geoset imported by Fami'rs importer, but it has no wrapping (means you have to unwrap it or copy the wrapping from Kmk's import) but it has a skin modifier. OR you can load kmk's importer and load the static (so NO bones and NO skinning) geosets of arthas.mdx. You have to cut the geoset in pieces anyways so I usually ditch Fami's geoset and use the bones and animations of fami's and the geoset and wrapping of Kmk's. (you could use fami's but meh, messing with skin modifier bleh, your choise whichever suits you) ================================================================ Now after you have cut arthas geoset into logical parts (upper leg, pelvis and stuff) use the link button to link them to the bones etc. Use your logical thinking and you will figure out which parts they should be linked to (usually meshes or boxes or objects are the bones that are attached to the geoset, and the original bones are helpers, oh well) . Use the user properties in max and use connect in the whole geoset. Now fix a few things, create animation sequences by adding notes , and you have your arthas in max, ready to be modified by you at any will. You can replace the geoset of course with the rocking arthas one, troll, or whatever you want, as long as you correct it in max. ================================================================ Use the regular art tools to export the shit. Mind that Fami's doesnt import global sequences so the hero glows are not animated, but you can fix that easily. ================================================================ Ill help by attaching a zip that contains : fami's importer kmk's script yobguls tools (very big as it needs cracked dll's) arthas mdx modified (after the animations has been put into one animation sequence) Arthas max file after the linking and cutting has been done Arthas max after applying original frames, fixing global seq's and of course with rocking arthas geoset., ready to be exported with art tools. ================================================================ Let me fix those things up, so expect the attachment in, say like, 3 days at most? |
| 04-08-2004, 02:07 PM | #7 |
that really helped me a lot. I'll try the things soon and thank you so much about the suggestion. |
| 04-08-2004, 02:52 PM | #8 |
A helping hand: Save different versions. its good to have a max of the fami's version (skin envelop) so you know which part belongs to which bone). Almost done with the arthas max (took me around 2 hours but it uses the regular geoset) |
| 04-08-2004, 05:38 PM | #9 |
Here is the link with the vital tools I use Fami's import plugin Kmk's Import Yobguls tools with vital dll's Arthas.max and their tga's Try importing the rocking arthas geoset and then create your own rocking arthas =P |
| 04-08-2004, 08:02 PM | #10 |
I have a question, Its kinda silly but anyways. How to link them in the max 5.1? I know where is 'select and link' button, but I never used that yet. |
| 04-08-2004, 08:39 PM | #11 |
oh, simple. select the mesh and drag and drop it on the bone you wish to link. Done and simple ^_^ Your lucky kdub didnt answer this post as he woulda said: RTFM ^_^ |
| 04-08-2004, 08:48 PM | #12 |
hehe thx, I got it. i'll try to do on rockin' arthas :) |
| 04-08-2004, 09:11 PM | #13 |
um, I don't know why, I changed the sequences just like you and imported fami's importer. then, the model did rocking arthas animation :/. You know, the model doesn't have rocking arthas's animation at all. [Ah, nevermind, I solved this problem] But the another question, as you know, I changed the sequences and converted to mdx. Then I imported with fami's, and the model's maximum frame is 44000. Of course the mdl was edited like this Sequences 14 { Anim "Stand -1" { Interval { 0, 146667 }, MinimumExtent { -166.807, -156.698, -0.0317482 }, MaximumExtent { 145.758, 155.867, 153.787 }, BoundsRadius 216.31, } } How can I extend the frames? *Damn! the fami's importer rotates models 90 degrees! |
| 04-08-2004, 10:30 PM | #14 |
Remember, they use a different timescaler. As long as you are certain that the mdl had covered all the frames in one animation sequence, your set. Please refer my 3d studio max 5.1 guide mdx -> max stickied in this forum =P |
| 04-09-2004, 07:48 AM | #15 |
I'm getting problems with the link part arghhh. :( when I link HandR with the right hand, the bone doesn't move with the Bone_Root So I just tried to link right hand with Bone_root, and the bone was moving like crazy :( *Anyway the tut is very nice :D I think I just need to look into it more. |
