PinkDot on 16/9/2015 at 12:57
Hi All,
I have released an updated version of my Dark Animation Tools for 3dsmax - v2.0.
(
https://www.mediafire.com/file/2fqokt2qv83w9jh/DarkMaxTools_v2.00.zip/file)
I have been working on the updates for a while from time to time. Big thanks to Phantom for motivating me to finally get this out and for beta-testing.
A list of changes for v2.0:
* added support for all creature types from all released DarkEngine games – Thief 1/Gold, Thief 2 and System Shock 2. This includes player arms, spiders, Constantine, Overlord and others
* Ability to browse motions and preview them interactively, before applying to AI
* Flexible animation import – work with multiple characters at the same time and also import motions intended for a different creature type
* revamped Motion Schema Editor – a GUI layer for the Shadowspawn’s Motion Editor tools
* allows building motion database from 3dsmax, without editing text files and typing the commands manually
* Additional animation controls, such as bone twisting controls or basic Torso controls
* removed bugs and inconsistencies with motion import, export occuring in certain cases.
*
I have not recorded any tutorial videos as such, but the following video may serve as a quick overview. This demonstrates loading two walking motions and combining them into a sequence:
[video=youtube_share;un_ZdzAjq-s]https://youtu.be/un_ZdzAjq-s[/video]
I understand there isn't many 3dsmax users in this forums, but if there is a higher interest, I may record some more tutorial videos. For now, the tools come with detailed instructions in PDF.
Happy animating!
Original message below (for version 1.0 release)
-------
Hi All,
The tools for importing and animating characters in 3dsmax are now available for download:
(
http://www.mediafire.com/download/8cuvzbnu2pucq9e/DarkMaxTools_v1.00.zip) http://www.mediafire.com/download/8cuvzbnu2pucq9e/DarkMaxTools_v1.00.zip
The first release lets you:
- import AI - mesh and skeleton
- import motions
- animate AI using FK/IK blend rig
- export motions to native format (.mi and .mc file)
Currently, only biped characters are fully supported. This will change in the next version.
The downloaded file contains detailed documentation in PDF format.
I have also recorded some video tutorials available through a playlist on youtube:
(
https://www.youtube.com/playlist?list=PLxCqosMVZXAeXyGsqprKx0HKtO1h7o0XT) https://www.youtube.com/playlist?list=PLxCqosMVZXAeXyGsqprKx0HKtO1h7o0XT
Note: they come from the beta stage of the toolset, so certain elements of UI may look a bit different, but overall it's the same thing.
You need some version of 3dsmax 2012 or higher for the scripts to work. (3dsmax 2010 and 2011 should work as well, but were not extensively tested).
If you have any questions, let me know or just post below.
Thanks and happy animating!
[video=youtube;cl3-LkA1MgI]https://www.youtube.com/watch?v=cl3-LkA1MgI&index=11&list=PLxCqosMVZXAc1ICSxOXRgHAwhBNyDOaYA[/video]
nemyax on 16/9/2015 at 13:38
Congratulations on the release!
PinkDot on 16/9/2015 at 14:32
Thanks nemyax for beta-testing!
RocketMan on 16/9/2015 at 16:57
Quote Posted by PinkDot
Thanks nemyax for beta-testing!
This is the greatest achievement since the wheel!
Can I PLEASE BEG a favour?
Can you please make a very short, very simple video demonstrating 1 example of doing every step from beginning to end using max, (install, import, using max's animation system to add skeleton, animate, export) or whatever the barebones sequence is to use this? I definitely plan to take full advantage of this but am notoriously bad at learning new abstract concepts by myself or from written instructions. Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!
RocketMan on 16/9/2015 at 17:00
Quote Posted by RocketMan
This is the greatest achievement since the wheel!
Can I PLEASE BEG a favour?
Can you please make a very short, very simple video demonstrating 1 example of doing every step from beginning to end using max, (install, import, using max's animation system to add skeleton, animate, export) or whatever the barebones sequence is to use this? I definitely plan to take full advantage of this but am notoriously bad at learning new abstract concepts by myself or from written instructions. Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!
...and I just realized how dumb I must have just sounded because you put up tutorials and I totally power-read the post and missed it because it was THAT exciting. I feel stupid.
Yandros on 16/9/2015 at 17:36
Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.
PinkDot on 16/9/2015 at 17:47
Quote Posted by " RocketMan"
and I just realized how dumb I must have just sounded because you put up tutorials and I totally power-read the post and missed it because it was THAT exciting. I feel stupid.
Ha, ha - no worries.
The videos are rather slow paced, so should be hopefully easy to follow.
Quote:
Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue
FK - Forward Kinematics. IK - Inverse Kinematics. These are basic concepts in animation and rigging. Forward Kinematics means that parent moves a child - shoulder moves elbow, elbow moves wrist etc... It's a basic and intuitive concept.
IK on the other hand means that it's the child that drives the parent. If your leg is in IK mode and you move a feet, it will rotate calf and tigh. If you move pelvis, the foot will stay where it is (eg. on the ground) and again the calf and tigh will be repositioned. So that can prevent all those floating legs, which we can observe in the THief 2 existing animations (eg. in idle animations).
Hope that clarifies things a bit.
Quote Posted by "Yandros"
Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.
Cheers. Yeah, existing tools were very rough, so to speak. Now the only limitations are the dark engine limitations. :)
nemyax on 16/9/2015 at 18:39
Quote Posted by RocketMan
"- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!
Use IK for a jab; use FK for a haymaker. You get the idea =)
LarryG on 16/9/2015 at 22:02
Quote Posted by Yandros
Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.
Me too. But I don't speak 3ds Max. We'll see how far I can get.
GORT on 16/9/2015 at 22:14
This is awesome! Sure beats the hell out of trying to get motions out of a white stick figure. Looks like I need to get out of my comfort zone of using anim8or for models, and start learning to use 3ds Max. :p