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#Post#: 141--------------------------------------------------
Export animation blocks as X, Y, Z + rotation?
By: james Date: October 25, 2014, 5:02 pm
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Hi Leo! I sent you an email but was unsure if it was the correct
address, so posting here seems better.
I'm currently working with a HL1 mod based on Resident Evil and
your tool is great. However, the ability to export the
animations out into a format I can then convert to HL .smd
animations would be really, really useful.
I was thinking perhaps if it just dumped out the current
animation's bone index, bone pos (x, y, z) and bone rotation (x,
y, z) then I could write my own script to convert it to .smd
animation. For this to work I would also need to know the pivot
position of each part of the model too. HL's format for
animations is in plain text like this:
boneIndex Xpos Ypos Zpos Xrot Yrot Zrot
Any help you could provide would be much appreciated. Thanks!
#Post#: 147--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: james Date: October 28, 2014, 11:31 am
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I tried looking into this myself and wrote a quick tool for
reading .EDR and .EMR files. I had no problem extracting some of
the info from the EDD (I looked at ResidentEvilArtist's .pdf to
try and understand the file format) but I cannot seem to figure
out the .EMR format. I believe this is where the animation info
stored (all the angles of each bone for each frame).
Any assistance would be greatly appreciated! Either with a
description of RE2's .emr so I can extract the animation info
and convert it to .smd myself, or if you were kind enough to add
support to this to RE2MV.
For compensation, I noticed that you're using MediaFire and
other websites for uploading files. I can offer you a place to
upload your files. I run a website where we host mods of HL but
it's no problem to set up a space to host your files too, so
people don't accidentally download that Download Manager or
anything.
#Post#: 155--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: Leo2236 Date: November 5, 2014, 9:59 am
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Sorry for the late reply [member=11]james[/member], I'll try to
do something about your request as soon as I can, most likely
I'll add an option to RE2MV that would allow to export selected
animations to .TXT so then you could use it as you want.
#Post#: 157--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: james Date: November 5, 2014, 11:29 am
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That sounds great Leo, thanks for the reply! I would be glad to
give some feedback to you if you implement this. :)
#Post#: 295--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: tugaevil15 Date: May 1, 2015, 5:43 am
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Cool tool. to bad that the RE2MV can not export animation to
editor in other 3D app. I hope in the future that support.
#Post#: 315--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: james Date: June 5, 2015, 6:50 am
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Hi Leo. Was there any progress on this? It would be extremely
useful for my fangame I'm working on. You can see my progress so
far here.
https://dl.dropboxusercontent.com/u/3246514/recb%202015-06-05%2013-43-31-991.avi
I've coded a lot of Resident Evil stuff, but now it's time to
set up the player animations to move from 1st person to 3rd
person. The ability to export animations from RE2 would solve
that problem.
Again, I can offer you a space to upload all your files if you
need (or website hosting), so you don't need to use
DataFileHost.
Thanks,
James
#Post#: 316--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: tugaevil15 Date: June 6, 2015, 11:52 am
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Cool:) are you using unity 3D or unreal?
#Post#: 317--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: james Date: June 6, 2015, 11:59 am
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Neither actually. I'm using the Xash engine, which is an
open-source remake of the Half-Life 1 engine. I don't need the
power of Unreal or Unity for making old-school Resident Evil. :)
#Post#: 318--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: Leo2236 Date: June 6, 2015, 1:15 pm
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Sorry for the late reply James, I've already start working on
the RE2MV so it could export it's animations to TXT also I'm
working on plug-in for 3dsmax that should be able to import
animations from RE2MV to 3dsmax, I'll let you know about the
progress ;)
#Post#: 319--------------------------------------------------
Re: Export animation blocks as X, Y, Z + rotation?
By: tugaevil15 Date: June 6, 2015, 2:40 pm
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[quote author=james link=topic=52.msg317#msg317 date=1433609971]
Neither actually. I'm using the Xash engine, which is an
open-source remake of the Half-Life 1 engine. I don't need the
power of Unreal or Unity for making old-school Resident Evil. :)
[/quote]
I know:)
[quote author=Leo2236 link=topic=52.msg318#msg318
date=1433614546]
Sorry for the late reply James, I've already start working on
the RE2MV so it could export it's animations to TXT also I'm
working on plug-in for 3dsmax that should be able to import
animations from RE2MV to 3dsmax, I'll let you know about the
progress ;)
[/quote]
For what version of 3D Studio Max will be the plug-in?
I have in my machine the Autodesk 3ds Max 2012 32-bit.
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