Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jun 12, 2019 6:40:18 GMT 10
/same request as i asked in the RE 5 mod section, just shortent in case the 3ds max MT Framework script by Lukas Cone, only works with 3dsmax2017. I would do it myself if there where tools without having to use a 300$ expensive program, wich i would never use for anything else! Blender for the win! Im finally a good enough programmer and 3d modeler, but i currently suck at animations, so i want awesome female animations to learn from and use them as place holders, while im working on my gameplay mechanics. Its just awfull spending anymore time working with garbage animations has someone already imported the Animations, so that they can just save them as FBX and Upload it somwhere on the internet for me? Im only interested in the female Animations from RE5 and RE6 (especially RE6 Helena and RE5 Sheva, Jill and/ or Excella.) Their animations look so awesome and not so girly and unnatural stupid like most female walkcycles you find on the internet. (Every animation would help especially walk and runcycles).
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Posts: 244
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Post by Adngel on Jun 13, 2019 11:40:23 GMT 10
From female no, I've got several of males. Are not perfect because I had to make to modifications to make them work in the Unity humanoid (there are other ways to make them more loyal and higher quality, but in humanoid, I can reuse them in different humanoid characters more easily).
There are 2 of the midnight, but if you are interested I can prepare a package tomorrow.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jun 19, 2019 23:48:03 GMT 10
Hi Adngel i got no notification that you replyed to me? If you could take the time i would like to take a look in those animations you have. Did you use the 3ds max 2017 script? By now i have extracted the RE5 female animations myself, but they are huge with keyframes for every bone in every frame, so they are not usable for games, but i will use them as reference when i craft my own animations. Another question you might know. In the lmt.Files i extracted are no walk and run animations? like pl01damage.lmt and pl02action.lmt. They should be in the plxxaction.lmt if im correct, but neither Sheva, Jill or Excella had them when i loaded the file into Blender? A beautifull female walking and running cycle is what im mostly need and i just cant find them??? I know about humanoid rigs in Unity, the bad part is that if you use that you will have no bones for the boobs and boobs are only static when they are ugly plastic implants wich is an absolut NOPE for me. Ive seen there are some Unity add ons to use humanoid with custom bones, so i have not decided yet if its worth it, or if i use my own rigs without the humanoid system. Either way thats not hard to implement later.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jun 24, 2019 22:35:08 GMT 10
I have found a Link for the 3dsMax 2017, 30 Days Trial, so now i can rip the Animations myself, it does work better than the Blender tool, even if it still makes big files. Just studying all these animations from RE6 is so awesome. Seeing Enemy animations from Ubvisto, Lepotitsa and so on, up close is so cool and inspiring.
My only question remaining (regarding this matter) is in wich .lmt file are the female walking and running cycles from RE5.
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Post by KamiA on Jun 25, 2019 0:43:10 GMT 10
My only question remaining (regarding this matter) is in wich .lmt file are the female walking and running cycles from RE5. Walking and running animations in RE5 are attached to each weapon. pl01wp06.lmt = female animation while equipping nothing (or grenade/ammo/herb). (pl01 is female, pl00 is male) pl01wp02.lmt = female animation while equipping a handgun. pl01wpdm.lmt = female animation while in danger and dying status. Basically, you get animation from weapon uWpXX.arc files.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jun 25, 2019 23:42:08 GMT 10
My only question remaining (regarding this matter) is in wich .lmt file are the female walking and running cycles from RE5. Walking and running animations in RE5 are attached to each weapon. pl01wp06.lmt = female animation while equipping nothing (or grenade/ammo/herb). (pl01 is female, pl00 is male) pl01wp02.lmt = female animation while equipping a handgun. pl01wpdm.lmt = female animation while in danger and dying status. Basically, you get animation from weapon uWpXX.arc files. Yeah Thanks, I found pl01wp06.lmt yesterday myself, but good to know about the others. Now i got a new problem, 3ds May is a shit program!!!..... For now i have not found a way to get the animations outside of 3ds Max. If i export as FBX, i get a broken mess. If i bake the IKs, i get a broken mess. Wasted atleats 2 hours try learning what the best way is, to export these animations (without success). If only Blender had all these awesome scripts. 3ds max wants tons of money for a programm thats vastly inferior to a freeware program. I cant understand why these people always are focused around 3ds max when Blender would make everything much more easier and publicly available. Half the time 3ds max crashes when using RE5 models and with RE6, for what reason ever, after some time the animations start randomly twitching (the arms IKs). I think 3ds max is really the worst 3d modeling software, its unintuitive and broken in so many ways. Sooner or later no one will buy it anymore, Blender and Maya are just better in everything. 3ds max is so bad, i cant even install it on my current pc, the 30 days trial worked on my outdated lapdop, but on my high end PC the installation just gives me an Error and closes itself. I hope i find a solution to export these animations into Blender, i want to spend as less time as possiple with these horrible broken 3ds Max software.
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Posts: 244
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Post by Adngel on Jun 26, 2019 0:39:26 GMT 10
My RE6 animations modified: drive.google.com/file/d/1WPwFblICZ8tIMva3jJ0eV8GpcJJXwGW3/view?usp=sharingThey are some male animations. I haven't got patience to learn Blender, everything I want to do takes me hours to do the same there. >.< I know it's an issue of practice but I just can't. I like 3ds max but due to the price, I can't make anything oficial, (I can't sell any mesh nor nothing :S) So I'm practicing with Maya LT that is a bit cheaper and closer to 3ds max style than Blender. I don't understand what you mean with broken mess, when I exported the RE6 animations to FBX, I had to put the option "bake animation" on (or collapse all the frames manually), because the IK, this is working in 3ds max but such information is not saved in the FBX unless it were in bake mode. (So the foots, wouldn't be on the actual ground but... floating or in weird contortionist poses). Using the script I also have problems with the hands, these are rotated in a weird way, in my case, I removed the rotation of them manually to have them straight. In Unity, the mecanim base ignores many bones, but these extra bones can be applied later, for example facial bones. (or breast bones, or biceps bones, etc...) Jill is using the mecanim for the body rig and a shabby mouth animation, but, she is able to do that shabby mouth animation because there are some lips extra bones active.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jun 26, 2019 6:41:26 GMT 10
Thanks for the answer Adngel when i tried eporting as fbx i also tried to bake all animations, the result was that i got twitching arms and the foot meshes were compressed. I wonder if i made something wrong? To set up the hand ik you need to set an IK target Parent, and in the tutorial its statet to use the shoulder pad bone, but that never worked for me. So in Helenas case i used her upper spine bone. (bone 3) and then made the IK on her left hand (bone8 ) and another IK (bone9) for her right hand. The arms and rotation of the hand work than as they should. ( after i set the preferred Y angle on her upper arm bones.) The thing is: The longer i play the animation, the more are her arms are bugging out, they randomly start to bent incorrectly. If i hit "pause" the Animation updates itself and correct it, then her arms bent correctly again. I have no clue why this could be. Is bone 3 wrong as IK parent? but why is then everything looking and animating correct in the beginning. I tried every arm and shoulder bone as IK parent and nothing worked bone 3 is the nly one that works correct as parent. Quote Adngel "Using the script I also have problems with the hands, these are rotated in a weird way, in my case, I removed the rotation of them manually to have them straight." quote end I dont even know how to do that, the thing is 3ds max has a small community, there arent good tutorials out there. With Blender there are dozen of good videos regarding every tiny bit. Blender "never" crashed and starts immediately, 3ds max loads ages and crashes even without using third party scripts. The whole interface is horrible, closing windows is so unintuitive for esample, i have no clue how to do that, in blender you just go to the edge of a window and you can drag and drop a new window or close unneeded ones. The whole movement in 3ds space is fluid and fast. Navigation in 3ds max is just a mess. These cubes with the direction are the worst. The bones are confusingly displayed..... and so on! I cant pick a single feature that 3ds max does easier, or more intuitive, everything is just a hassle and i gave 3dsmax so many chances, its really this program. Blender, ZBrush, Maya, AudaCity, Samplitude, Photoshop, Gimp, Unity, and much more, i have learned all of those and had no problems to do so! ( okay ZBrush crashes alot too, but learning it was easy) Its just 3dsmax that is this annoying to me. You have to google anything and find no answers half the time. In Blender you can figure out the most from just tying and if you really need help there are hundred of sources that help you easy and quick. In 3ds max you try to figure something out, click two buttons and it crashes, then you have to waste 2 mins on a restart and nothing on the internet gives you a good solution.
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