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[RELEASE] DAO Animation Transfer script for MAX


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#1
Nattfodd

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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.

#2
Nattfodd

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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.

Modifié par Nattfodd, 18 octobre 2010 - 04:44 .


#3
Nattfodd

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Custom Anim transferred and imported into DAO.

Modifié par Nattfodd, 21 décembre 2010 - 06:47 .


#4
Challseus

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Thanks for your efforts. I'm not an artist, but lots of other people should be able to make use of this.

#5
Elvhen Veluthil

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Great news. Adding some of Oblivion animation will make things more interesting for sure.

#6
Nattfodd

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Whoever knows other tools that import animations of other games into MAX, please report to me.

#7
alschemid

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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

Modifié par alschemid, 19 octobre 2010 - 03:29 .


#8
Nattfodd

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Nice one!

#9
Nattfodd

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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.

#10
Nattfodd

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Running and idle Combat Custom Anims

#11
BloodsongVengeance

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so, natt, i have to ask...



i know it works in MAX, but what about gmax?

#12
Nattfodd

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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
BloodsongVengeance

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fair enough.



i'll put it on my to-do list :)

#14
Nattfodd

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Good to know.

#15
Nattfodd

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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!