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Post by Deleted on May 15, 2019 10:29:40 GMT 10
Would it be possible for you to update the script to load the names of the same as the script re2 loads? Its plugin loads the bones renamed as "L_hand" and the RE2 script loads the bones as "B103:L_Hand" to load the animation and apply correctly in the model, its plugin would have to load animations named "B103:L__Hand" , this is just an example. I renamed the bones of my RE2 mod by removing all initials from "B103:" and leaving only "L_Hand" and then I loaded the animation with its script and it ran normally. to be useful to fix models, your plugin would have to load the animation with the names that the RE2 script loads and with that Would it be very good. I did a test here, I had to rename the bones of my model. If you open the mesh with noesis and export it to fbx, then load the fbx in 3ds the animations work correctly and align with the bones. (Use a Scale of 1) I had the same issue when importing the mesh directly as it created a 2nd set of bones and deformed the model when animations were run. Yes, I know that. is very easy using the noesis script and exporting to FBX.
In the case I wanted to use to correct rigging of mods for RE2 before exporting the model. As you saw "mod trump" I used 110% scale and renamed the bones of mod by removing every start as "b103:" and in that way the plugin worked with the 3ds max RE2 script.
If the plugin loads animations with names similar to this "b103: L_Hand" would be very useful for modders.
This Donald trump mod is for RE2 and I did not use noesis script, I used RE2 3ds max script.
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Post by benjaminsisko on May 15, 2019 16:41:07 GMT 10
Very Nice
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Post by roach on May 15, 2019 18:10:06 GMT 10
Yeah that's a thing, I personally load the animations directly (which just loads the skeleton, no mesh) and export that information to FBX, then load both the mesh and the animations in Maya.
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Post by theflyingmuffin on May 24, 2019 19:48:45 GMT 10
This is impressive
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Post by benjaminsisko on May 24, 2019 20:08:33 GMT 10
Yes, I know that. is very easy using the noesis script and exporting to FBX.
In the case I wanted to use to correct rigging of mods for RE2 before exporting the model. As you saw "mod trump" I used 110% scale and renamed the bones of mod by removing every start as "b103:" and in that way the plugin worked with the 3ds max RE2 script.
If the plugin loads animations with names similar to this "b103: L_Hand" would be very useful for modders.
This Donald trump mod is for RE2 and I did not use noesis script, I used RE2 3ds max script.
If you check the unchangebonename check box when importing the model with the Re2 script, it won't add the b number: to all the bone names. use a scale of 100 and it works perfect.
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Deleted
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Post by Deleted on May 25, 2019 0:14:32 GMT 10
Yes, I know that. is very easy using the noesis script and exporting to FBX.
In the case I wanted to use to correct rigging of mods for RE2 before exporting the model. As you saw "mod trump" I used 110% scale and renamed the bones of mod by removing every start as "b103:" and in that way the plugin worked with the 3ds max RE2 script.
If the plugin loads animations with names similar to this "b103: L_Hand" would be very useful for modders.
This Donald trump mod is for RE2 and I did not use noesis script, I used RE2 3ds max script.
If you check the unchangebonename check box when importing the model with the Re2 script, it won't add the b number: to all the bone names. use a scale of 100 and it works perfect. Yes, I realized that later haha, but thanks anyway.
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Post by dannylam2502 on Jul 11, 2019 6:33:15 GMT 10
When I import Claire Face Mesh with animation Basic Idle (file name \player\pl10\list\fce\cmn_fce_fin.motlist.85) to 3DMax I got this result: I noticed that the bone hierachy has changed and something's wrong with the nose. Is this a bug or I was doing this wrong? Another question: Can anyone explain me the purpose of file blendmask face and ATOS texture? Thank you so much.
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Post by roach on Jul 20, 2019 7:56:33 GMT 10
I noticed that the bone hierachy has changed and something's wrong with the nose. Is this a bug or I was doing this wrong? Another question: Can anyone explain me the purpose of file blendmask face and ATOS texture? Thank you so much. While I'm not sure with the facial animations specifically, I do know that the player animations use a LOT of layering, so you may be importing the wrong animation. As for the bone hierarchy, I haven't noticed any animation doing this, however some animations -add- bones, for example some of mr x's animations add bones to his coat when they're animated.
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Post by dannylam2502 on Jul 30, 2019 7:58:49 GMT 10
Maybe you're right. Can someone make a tutorial how to properly import it? My 3ds Max crashed when I was trying to import some player animations.
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Post by roach on Aug 25, 2019 13:59:03 GMT 10
Maybe you're right. Can someone make a tutorial how to properly import it? My 3ds Max crashed when I was trying to import some player animations. There's no special thing involved, just using import like you would with any non-native format works just fine. Some .motlist files don't work for some reason but you'll know this if the import dialogue is blank or reads "ERROR TYPE". If max is crashing outright for you before the import dialogue comes up, report it on the Github page.
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Post by spookeydonkey on Aug 31, 2019 8:02:22 GMT 10
Any way I can use this plug in with Max 2020? It won't load the 2019 version. edit: I'll answer my own question: "No". Someone would need to recompile the plug-in with very minor changes (which can be accomplished with a few copy pastes, and changing a "2019" to "2020". I could probably do it myself, but I just removed Visual Studio as I have hard drive issues (why did I buy 2 128 Gb SSDs? Why?!) I may have an older version of Max on a VM somewhere, and in a few months if nobody updates the plug in maybe I can do it
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Post by roach on Sept 11, 2019 8:48:31 GMT 10
Any way I can use this plug in with Max 2020? It won't load the 2019 version. edit: I'll answer my own question: "No". Someone would need to recompile the plug-in with very minor changes (which can be accomplished with a few copy pastes, and changing a "2019" to "2020". I could probably do it myself, but I just removed Visual Studio as I have hard drive issues (why did I buy 2 128 Gb SSDs? Why?!) I may have an older version of Max on a VM somewhere, and in a few months if nobody updates the plug in maybe I can do it the source code is available on the github so i don't imagine it'd be too hard to compile a 2020 version
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Post by jones on Mar 25, 2020 10:32:55 GMT 10
I tired to figure out the changes to the animations files so I could export RE3R Demo animations. Haven't been successful so far. Here is a 010 template for anyone else who might want to try: pastebin.com/EzRYwusNHopefully dev will update soon for RE3R. I'm sure it's just one or two variables that need changing. The REMotionBones seem to all parse properly in the updated mot.78. Things go wrong at REMotionTrack.
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Post by jetrux on Apr 30, 2020 7:10:03 GMT 10
Hello everyone, I wanted to know if there is a way to export all the animations of a motlist at once, that means that when you export a motlist the animations are saved separately and not that they are all in a single FBX file, or that they are in one single FBX file but separate animations.
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Post by lollipop2 on May 7, 2020 20:26:24 GMT 10
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