I've just released my script for MAX.
If you made Animations in your custom Skeleton, with this script you can transfer them to DAO Bonesystems.
Humanoids are full supported. For other Creatures you have to make some tries because of many different types of Skeletons.
The script handle also "Biped" system to support .BVH files.
Visit the BSN - Project Page or Nexus Page and please give feedback.
The script comes with an Example Scene and a complete Manual.
Enjoy.
[RELEASE] DAO Animation Transfer script for MAX
Débuté par
Nattfodd
, sept. 28 2010 09:21
#1
Posté 28 septembre 2010 - 09:21
#2
Posté 18 octobre 2010 - 01:33
Just to advise you all that exist a script for MAX to import the .KF skeletons and animations files of Oblivion.
So combining this with my Anim transfer script you can import Oblivion Animations into DAO.
Enjoy.
So combining this with my Anim transfer script you can import Oblivion Animations into DAO.
Enjoy.
Modifié par Nattfodd, 18 octobre 2010 - 04:44 .
#3
Posté 18 octobre 2010 - 07:20
#4
Posté 18 octobre 2010 - 11:52
Thanks for your efforts. I'm not an artist, but lots of other people should be able to make use of this.
#5
Posté 19 octobre 2010 - 07:56
Great news. Adding some of Oblivion animation will make things more interesting for sure.
#6
Posté 19 octobre 2010 - 01:21
Whoever knows other tools that import animations of other games into MAX, please report to me.
#7
Posté 19 octobre 2010 - 02:05
I've used Mdlops a lot, allows you to import/export models and the animation files from Kotor I and II into 3d Max/gmax, but you would need also Kotor Tools to extract them from the game.
Mdlops: http://www.lucasforu...threadid=140293 and http://www.starwarsk...s.com/tools.php
Kotor tools: http://kotortool.starwarsknights.com/
Edit: forgot the 3dmax/gmax plugin it is the same used in NWN here: http://nwvault.ign.c...r.detail&id=626
And a tutorial I've written eons ago on how import Kotor models into 3dmax/gmax, animation works the same: http://www.lucasforu...ad.php?t=167221
Mdlops: http://www.lucasforu...threadid=140293 and http://www.starwarsk...s.com/tools.php
Kotor tools: http://kotortool.starwarsknights.com/
Edit: forgot the 3dmax/gmax plugin it is the same used in NWN here: http://nwvault.ign.c...r.detail&id=626
And a tutorial I've written eons ago on how import Kotor models into 3dmax/gmax, animation works the same: http://www.lucasforu...ad.php?t=167221
Modifié par alschemid, 19 octobre 2010 - 03:29 .
#8
Posté 19 octobre 2010 - 02:59
Nice one!
#9
Posté 21 décembre 2010 - 06:46
Version 1.0 Up and Running:
- Now OBLIVION Human Skeleton and Animations are fully supported and more easy to use.
- .NIF and .KF files included.
Enjoy.
- Now OBLIVION Human Skeleton and Animations are fully supported and more easy to use.
- .NIF and .KF files included.
Enjoy.
#10
Posté 30 décembre 2010 - 12:56
#11
Posté 30 décembre 2010 - 08:31
so, natt, i have to ask...
i know it works in MAX, but what about gmax?
i know it works in MAX, but what about gmax?
#12
Posté 30 décembre 2010 - 10:33
You can try... if it doesn't work i can take a look to GMAX on what are the differences with MAX.
Modifié par Nattfodd, 30 décembre 2010 - 11:46 .
#13
Posté 31 décembre 2010 - 01:43
fair enough.
i'll put it on my to-do list
i'll put it on my to-do list
#14
Posté 31 décembre 2010 - 12:09
Good to know.
#15
Posté 13 janvier 2011 - 06:34
Just to let you know that the version 1.5 is up:
i splitted the file in 3 parts:
1 - contains the script
2 - contains the manual
3 - contains the example scene and files.
So i can update them separately.
Enjoy!
i splitted the file in 3 parts:
1 - contains the script
2 - contains the manual
3 - contains the example scene and files.
So i can update them separately.
Enjoy!





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