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<html>
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<head>
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<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
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<title>cryTools: About</title>
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</head>
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<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
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<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: About </h1>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">What are cryTools?</span></h2>
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<span style="font-family: Arial;">CryTools are a suite of maxscripts
|
||||
that add functionality to 3D Studio Max that does not currently exist.
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||||
Not just basic functionality that 3DS Max is lacking, but also special
|
||||
functionality and tools that help you troubleshoot, create and manage
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assets for cryEngine2 games.<br>
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<span style="font-weight: bold;"><br>
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||||
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A Note About Requirements</span><br>
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||||
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||||
|
||||
CryTools currently work with versions 8 and 9 of 3D Studio Max. The
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||||
installer can install the cryTiff libs, dlls and plugins for versions
|
||||
6,7, and CS of Photoshop.<br>
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||||
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||||
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<span style="font-weight: bold;"><br>
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License</span><br>
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||||
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||||
CryTools are free. So I want you to feel free to use the code to learn
|
||||
or incorporate aspects of the tools into your own freely available
|
||||
toolsets. They are therefore provided 'as is' and with limited support.
|
||||
The person who wrote these tools is not a programmer, and the code may
|
||||
be somewhat obtuse at times, but the tools are pretty solid and
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||||
reliable. They have been in use at Crytek for quite some time, if you
|
||||
have any bugs, please send a description of the bug to <a href="mailto:chris@crytek.de">Chris@Crytek.de</a><span style="color: rgb(0, 0, 8);"> (for CryTools ) <a href="mailto:mathias@crytek.de">Mathias@Crytek.de</a> (for CryAnim )</span></span><a href="chris@crytek.de"><span style="font-family: Arial;"></span></a><span style="font-family: Arial;"><br>
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||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Features</h2>
|
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||||
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<span style="font-family: Arial;">This is a list of functionality that
|
||||
has been added to 3DSMax. We have been working on CryTools since Max7,
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so some features we have implemented were later added to 3DSMax
|
||||
(loading FBX onto Biped for example)</span><br style="font-family: Arial;">
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||||
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||||
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<br style="font-family: Arial;">
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Tools/Pipeline Integration</span></h2>
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||||
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<span style="font-family: Arial; font-weight: bold;">Easy Installation</span><br style="font-family: Arial;">
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||||
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<span style="font-family: Arial;">• One double click installs all tools/files on the users PC setup correctly and working</span><br style="font-family: Arial;">
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<span style="font-family: Arial;">• The installer finds Photoshop\3DS Max install dirs and installs cryTools and cryTiff correctly </span><br style="font-family: Arial;">
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<br style="font-family: Arial;">
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<span style="font-family: Arial; font-weight: bold;">Transparency</span><br style="font-family: Arial;">
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||||
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||||
|
||||
<span style="font-family: Arial;">• cryTools can automatically check your assets before export to the game, making sure they</span><br style="font-family: Arial;">
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||||
|
||||
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<span style="font-family: Arial;">• have the correct shaders applied</span><br style="font-family: Arial;">
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||||
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<span style="font-family: Arial;">• are free of extra transformations</span><br style="font-family: Arial;">
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<span style="font-family: Arial;">• are facing the right world direction</span><br style="font-family: Arial;">
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<span style="font-family: Arial;">• and many more requirements that may be overlooked </span><br style="font-family: Arial;">
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||||
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<span style="font-family: Arial;">• cryTools run from your local build, so tools are updated automatically and frequently</span><br style="font-family: Arial;">
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|
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<span style="font-family: Arial;">• cryTools sync via Perforce, AlienBrain, HTTP, or LAN on demand</span><br style="font-family: Arial;">
|
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|
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|
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<span style="font-family: Arial;">• Checks local build for updated exporter or tools and installs them automatically or on demand </span><br style="font-family: Arial;">
|
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|
||||
|
||||
<br style="font-family: Arial;">
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<span style="font-family: Arial; font-weight: bold;">Diagnostics You Care About</span><br style="font-family: Arial;">
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|
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|
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<span style="font-family: Arial;">• Show all callbacks and important variables (control panel)</span><br style="font-family: Arial;">
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|
||||
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<span style="font-family: Arial;">• Dump all vars in global space currently set/used by cryTools</span><br style="font-family: Arial;">
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|
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|
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<span style="font-family: Arial;">• Visual indicator of local/latest build number in control panel or splash screen</span><br style="font-family: Arial;">
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||||
|
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|
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<span style="font-family: Arial;">• 'Rollback' functionality to rollback to a previous exporter</span><span style="font-family: Arial;"></span><br style="font-family: Arial;">
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|
||||
|
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<span style="font-family: Arial;"><br>
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||||
</span>
|
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Animation</span></h2>
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<span style="font-family: Arial; font-weight: bold;">General</span><span style="font-family: Arial;"><br>
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|
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</span><span style="font-family: Arial;">• Batch convert controllers (example: TCB for CGA)<br>
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</span><span style="font-family: Arial;"></span><span style="font-family: Arial;">• Bake procedural motion to dense keyframe data </span><br>
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<span style="font-family: Arial; font-weight: bold;"><br>
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Biped Tools</span><span style="font-family: Arial;"><br>
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</span><span style="font-family: Arial;">• Foot / Hand snapshot alignment to custom pivots<br>
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</span><span style="font-family: Arial;">• Move Bip01 to [0,0] / [0,0,0]<br>
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</span><span style="font-family: Arial;">• Ability to set planted, sliding or free keys to any biped part for any number of frames</span><br style="font-family: Arial;">
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<span style="font-family: Arial;">• Reverse a biped animation (Autodesk added this feature to Max 9)</span><br style="font-family: Arial;">
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||||
<span style="font-family: Arial;">• Import FBX data directly on to a biped character (Autodesk added this feature to Max 9)</span><br>
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<span style="font-family: Arial;">• Reset Rotation<br>
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|
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</span><span style="font-family: Arial;">• Create snapshot / + children<br>
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</span><span style="font-family: Arial;">• Copy transformation<br>
|
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|
||||
</span><span style="font-family: Arial;">• Paste transformation / position / rotation<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Everything is available in the quad menu or for shortcuts<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• The dialog can handle these functions in a time range<br>
|
||||
|
||||
<br>
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|
||||
</span><span style="font-family: Arial; font-weight: bold;">Dialog<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Align selected object to any other object ( rotation, position, create / use offset )</span><br>
|
||||
|
||||
<span style="font-family: Arial;">• Compact structure to apply functions<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Works with time range ( Start / Stop ; Range )<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Load often used models to animate with<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Automatically sets the weapon bone for different kind of weapons (if set)<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Loads Biped from the working directory ( or last used file )<br>
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||||
</span><span style="font-family: Arial;">• Save Biped directly to the last used biped name<br>
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|
||||
</span><span style="font-family: Arial;">• Export animation with the Biped name and path structure<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Save / Export at the same time<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Perforce control if perforce is installed<br>
|
||||
|
||||
</span><span style="font-family: Arial;"></span><br>
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||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Batch Exporter</span><br>
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||||
|
||||
<span style="font-family: Arial;">• Supported file types: BIP, FBX, MAX<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Sub folder selection (will be saved)<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• File Mask selection (will be saved)<br>
|
||||
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||||
</span><span style="font-family: Arial;">• Export Folder (will be saved)</span><br>
|
||||
|
||||
<span style="font-family: Arial;">• Sorted by folders<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Run pre-export script (if set)<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Automatic export bone detection (if set)<br>
|
||||
|
||||
</span><span style="font-family: Arial;">• Keep Sub folder structure</span><br>
|
||||
|
||||
<span style="font-family: Arial;">• Check the files (without export)<br>
|
||||
</span><span style="font-family: Arial;">• Add or remove bones and rig elements from thousands of animation assets</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Manipulate data for thousands of animations (example: flip all assets 180 deg)<br>
|
||||
</span><span style="font-family: Arial;">• Export logs detailing data about your animation assets/batch export</span><br>
|
||||
<span style="font-family: Arial;"><br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Animation (deprecated, unsupported)</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Biped Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Rig
|
||||
Navigator - A synaptic rig element selector (much like Maya, XSI,
|
||||
Motion Builder, etc). Click a part to select it</span><span style="font-family: Arial;"></span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Syncing of
|
||||
pose collections sets from Perforce or a network drive on demand, at
|
||||
Max load or on character load</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• auto-importing animation props and weapons from a build/server</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Select just biped bones, excluding helper joints </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">General Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• RangeView -
|
||||
View or cycle through Animator-created 'time-tagged' sequences in one
|
||||
timeline. When a sequence is selected, the timeline beginning/end is
|
||||
set the the time-tagged range's beginning/ending</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Mirror first person arm animation from left arm to right or vice versa</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• XAF XML animation file support (character limited)</span><span style="font-family: Arial;"></span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Batch Animation Processing</span><span style="font-family: Arial;"></span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Supports biped BIP or XAF (character limited) animation data</span><span style="font-family: Arial;"></span><span style="font-family: Arial;"></span><span style="font-family: Arial;"></span><br>
|
||||
<span style="font-family: Arial;">
|
||||
<br>
|
||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Character Setup and Rigging</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">General Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Zero out rotations for all selected items</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Snap a pivot to that of another object</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Select just biped bones, excluding helper joints</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Make sweeping adjustments to the width/height/taper of multiple selected bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Create arbitrary vertex channels, e.g. multiple vertex color channels</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Create Phys Skeleton from existing Deforming Skeleton</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Automated ParentFrame creation</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Character/Animation Diagnostics</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Create Smart Object template files and export Smart Object template data to the Editor in XML format</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Select the root of a hierarchy by selecting any member of it</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Select all children of a node</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Export data about a hierarchy to listener or a spreadsheet (excel/google spreadsheet)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Compare multiple hierarchies</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Query how many bones in a hierarchy have weights effecting a mesh</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Output
|
||||
arbitrary movement data, e.g. output how far a character moves out from
|
||||
behind cover in an animation, or how high the root is when he is in
|
||||
prone or behind cover.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Output XML CDF attachment data based on the location of an attachment in Max</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><br>
|
||||
|
||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Morph Tools</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Facial Setup</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Transfer morphs between unlike topologies</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Bake morph targets out from a selected head colored, named, and placed in the cryEngine2 standard</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Bake out an arbitrary number of morphs to geometry with the name of the morph slider</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Delete selected faces from many morph targets while keeping identical point indices</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Mirror eye
|
||||
bone animation from right to left and vice versa when setting up
|
||||
deformation for procedural eye morphs </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Pose-Driven Morphs</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Can extract a relative pose shape from a skinned and posed mesh</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Supports creation of arbitrary corrective shapes for a given pose, as well as the standard sets below</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Head/Neck</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Auto-generated fleshy eye morphs</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Shoulder </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Baking Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Supports baking of any complex geometric deformation to a sequence of morphs (muscles, cloth, etc..)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Set the number of frames to bake, and the number of morphs to generate over those frames</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Can bake out relative morphs with skin data culled to be pose-driven in cryEngine2 </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Diagnostic Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Dump morpher data to the Listener or an excel spreadsheet</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• MorphManager: an improved morpher interface</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Artist Tools</span></h2>
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">General Tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Center pivots to the center of each objects bounding box for all selected objects</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Many commonly used commends, like a button that reset xforms and then collapses a selected object</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Copy/paste modifiers to multiple objects without instancing</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• UV maipulation tools</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">TD ToolKit</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">General</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• The cryTools
|
||||
architecture allows you to install update, or query anything (tools
|
||||
related) on any users PC</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Useful
|
||||
global variables like local build#, latest build#, local build
|
||||
location, editor path, user preferences, etc</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• You can restrict what tools certain users see based upon their username, network domain, or other data</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Silently execute dos commands </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Useful Functions</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Perforce and AlienBrain integration</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Network
|
||||
tools to do things like get the current domain, or convert a local
|
||||
mapped drive letter to its UNC pathname (Autodesk added this feature to
|
||||
Max 9)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• General useful fns like converting a string to lowercase, etc.. </span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">CryExport MaxScript Exposure</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Export functions</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">o Get/set node lists for objects and bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Registry functions</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">• Silent CMD execution<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
</span><span style="font-family: Arial;"></span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,931 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: AnimTools</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: AnimTools </h1>
|
||||
|
||||
<span style="font-family: Arial;"><a href="#install">Installation</a><br>
|
||||
<a href="#quadmenu">
|
||||
Quadmenu Functions</a><br>
|
||||
|
||||
Main Dialogue<br>
|
||||
|
||||
<a href="#selection">Selection Rollout</a><br>
|
||||
|
||||
</span><span style="font-family: Arial;"><a href="#operation">Operation Rollout</a><br>
|
||||
|
||||
</span><span style="font-family: Arial;"> <a href="#pivot">Pivot</a></span><span style="font-family: Arial;"><a href="#pivot"> Rollout</a><br>
|
||||
|
||||
<a href="#misc">Misc Rollout</a><br>
|
||||
|
||||
<a href="#loadsave">Load/Save/Export Rollout</a><br>
|
||||
|
||||
<a href="#perforce">Perforce Rollout</a><br>
|
||||
|
||||
<a href="#tools">Tools Rollout</a><br>
|
||||
<a href="ModelSetup.html">Model Set-Up</a><br>
|
||||
<a href="BatchExport.html">Batch Export Rollout</a></span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;"><a name="install"></a> Installation </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
After initialization of the script in Max, it will also generate entries in the customization dialog:
|
||||
(<em>Under the</em> <code>MainUI</code> <em>group and in the</em> <code>CryAnim</code> <em>category</em>)
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="cryAnimInstallation.jpg" src="images/atools/cryAnimInstallation.jpg" style="border: 0px solid ; margin-right: 2em; width: 555px; height: 523px;"> <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
There are all functions available to make a key shortcut or tool bar button. <br>
|
||||
|
||||
|
||||
(<em>most of the functionality is in the quad menu too</em>)</p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="quadmenu"></a> Quadmenu Functions </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="quadmenu.jpg" src="images/atools/quadmenu.jpg" style="border: 0px solid ; margin-right: 2em; width: 340px; height: 418px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>bip to [0,0]</strong><br>
|
||||
|
||||
Takes the Bip01 node to [0,0].
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">bip to [0,0,0]</strong><span style="font-family: Arial;"><br>
|
||||
|
||||
Takes the Bip01 node to [0,0,0].</span><br>
|
||||
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">show trajectory</strong><span style="font-family: Arial;"><br>
|
||||
|
||||
Enables the trajectory of the selected node. <br>
|
||||
|
||||
(</span><em style="font-family: Arial;">is hidden if no Biped object is selected</em><span style="font-family: Arial;">)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">hide trajectories</strong>
|
||||
<p style="font-family: Arial;">
|
||||
Hides all visible trajectories. <br>
|
||||
|
||||
(<em>is available if a trajectory is visible</em>)
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">move to snapshot</strong><span style="font-family: Arial;"><br>
|
||||
|
||||
<span style="font-family: Arial;">Moves the selected Biped object to the nearest snapshot (generated out of the same object)</span><span style="font-style: italic; font-family: Arial;"> </span></span><em style="font-family: Arial;">if a pivot point is selected, it keeps the offset of it</em><span style="font-style: italic; font-family: Arial;"> </span><em style="font-family: Arial;">is disabled if no correct snapshot is in the scene</em><span style="font-family: Arial;"> </span><em style="font-family: Arial;">is visible if a Biped object is selected<br>
|
||||
|
||||
</em>
|
||||
<hr style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">move/rotate to snapshot</strong><span style="font-family: Arial;"><br>
|
||||
|
||||
The same as "move to snapshot" </span><strong style="font-family: Arial;">plus Rotation<br>
|
||||
|
||||
</strong>
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>lock rotation</strong><br>
|
||||
|
||||
Rotates the object every time it will be moved to the set rotation back <br>
|
||||
|
||||
|
||||
(<em>is visible if a Biped object is in scene</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>reset rotation</strong><br>
|
||||
|
||||
Rotates the selected Biped object with the same rotation as the parent object <br>
|
||||
|
||||
|
||||
(<em>is visible if a Biped object is selected</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>move to floor</strong><br>
|
||||
|
||||
If the foot is selected, it will be rotated and moved to plant on the ground <br>
|
||||
|
||||
|
||||
(<em>is available if a Biped foot is selected</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>create snapshot</strong>
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>single</strong><br>
|
||||
|
||||
Creates a snapshot of the selected object <br>
|
||||
|
||||
|
||||
(<em>is visible if an Object is selected</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>children</strong><br>
|
||||
|
||||
Creates snapshots of all children of the selected object <br>
|
||||
|
||||
|
||||
(<em>is visible if an Object is selected</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>copy</strong><br>
|
||||
|
||||
Copies the position and rotation of the selected objects and stores them into a temporary file in cry_temp folder <br>
|
||||
|
||||
|
||||
(<em>is visible if an Object is selected</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>paste<br>
|
||||
|
||||
</strong></p>
|
||||
|
||||
<p style="font-family: Arial;"><strong>transform</strong><br>
|
||||
|
||||
Pastes the position and rotation from the temporary file to the selected objects <br>
|
||||
|
||||
|
||||
(<em>is visible if the temporary file exists and an Object is selected</em>) <br>
|
||||
|
||||
|
||||
(<em>works for non-Biped nodes too</em>) <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>position</strong><br>
|
||||
|
||||
Pastes only the position <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>rotation</strong><br>
|
||||
|
||||
Pastes only the rotation <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<hr style="font-family: Arial;">
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="go_forward" src="images/atools/go_forward.gif" align="top"> <strong>select pivot</strong><br>
|
||||
|
||||
Starts the pivotSelect tool to select an internal pivot to align with snapshots or pivot points <br>
|
||||
|
||||
|
||||
(<em>is available if hand or foot is selected</em>)</p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="selection"></a> Main Dialog: Selection Rollout </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="dialogSelection.jpg" src="images/atools/dialogSelection.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 158px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Drop down List :</strong> <br>
|
||||
|
||||
|
||||
In the drop down list you specify the object you want to appy the operation to.<br>
|
||||
|
||||
|
||||
When choosing <strong>Update List</strong>, the list will be updated with the available nodes in the scene.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
If the selection is not "--Current Selection--" but an object in the
|
||||
scene is selected, the axis and offset is available and the Operation rollout will be updated.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="dialogSelection2.jpg" src="images/atools/dialogSelection2.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 158px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"> <img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Used Axis :</strong> <br>
|
||||
|
||||
|
||||
If enabled, you can select which coordinate axis will be used for the operation.<br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Offset Set Button :</strong> <br>
|
||||
|
||||
|
||||
If enabled, sets the offset from the current selected object and the object selected in the drop down list.
|
||||
After the offset is generated, the Offset checkboxes are available.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Offset Axis :</strong> <br>
|
||||
|
||||
If
|
||||
position is checked, the selected object will be in addition to the
|
||||
offset aligned to the object set in the list.
|
||||
With this, the locator can be easily aligned in cycles or other
|
||||
animations, where the locator has a different position as the object
|
||||
selected in the list.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
If rotation is checked, the selected object will be in addition to the offset rotated to the object set in the list.
|
||||
This helps when animating the locator in animations where the character runs in circles and the locator needs to follow up.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"> </p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="operation"></a> Main Dialog: Operation Rollout</h2>
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;"><img alt="dialogOperation.jpg" src="images/atools/dialogOperation.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 184px; float: left;">
|
||||
</h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Start / Stop :</strong> <br>
|
||||
|
||||
|
||||
This button sets the range of operation.<br>
|
||||
|
||||
|
||||
The red square box indicates which value will be changed when hitting again.<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Steps :</strong> <br>
|
||||
|
||||
|
||||
Specify how many steps the operation will use.<br>
|
||||
|
||||
|
||||
(<em>Default is 1</em>)
|
||||
<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<h3><img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-orange" src="images/atools/led-orange.gif" align="top"> <strong style="font-family: Arial;">Operation :</strong></h3>
|
||||
|
||||
<p style="font-family: Arial;"><strong><em>If 'Current Selection' is selected in the Selection rollout:</em></strong></p>
|
||||
|
||||
<table style="font-family: Arial;" class="twikiTable" border="0" cellpadding="1" cellspacing="1">
|
||||
|
||||
<tbody>
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" align="center" bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogOperation?sortcol=0;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">Name</font></a> </th>
|
||||
|
||||
<th align="center" bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogOperation?sortcol=1;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">Operation</font></a> </th>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Planted Key</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> generates a planted key </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Sliding Key</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> generates a sliding key </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Free Key</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> generates a free key </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#eaeaea"> -------------------- </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> ------------------------------------------------------------------------------------------------ </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Move</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> moves the selected Biped object to the nearest snapshot / pivot point </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Move / Rotate</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> moves and rotates the selected Biped object </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#eaeaea"> -------------------- </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> ------------------------------------------------------------------------------------------------ </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Move to Floor</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> if the foot is selected it puts the foot on the floor </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Reset Rotation</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> adapts the rotation of the selected objects parent rotation </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#eaeaea"> -------------------- </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> ------------------------------------------------------------------------------------------------ </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Copy</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> copies the rotation and position of the current selected object </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Paste</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> pastes the rotation / position / transform to the current selected object </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#eaeaea"> -------------------- </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> ------------------------------------------------------------------------------------------------ </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Bip to [0,0]</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> puts Bip01 node to [0,0] </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Bip to [0,0,0]</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> puts Bip01 node to [0,0,0] </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<strong style="font-family: Arial;"><em>If some Object in the list is selected:</em></strong>
|
||||
<table style="font-family: Arial;" class="twikiTable" border="0" cellpadding="1" cellspacing="1">
|
||||
|
||||
<tbody>
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" align="center" bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogOperation?sortcol=0;table=2;up=0#sorted_table" title="Sort by this column"><font color="#000000">Name</font></a> </th>
|
||||
|
||||
<th align="center" bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogOperation?sortcol=1;table=2;up=0#sorted_table" title="Sort by this column"><font color="#000000">Operation</font></a> </th>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Move</font></strong> </th>
|
||||
|
||||
<td bgcolor="#ffffff"> moves the selected Biped object to the object selected in the list </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <strong><font color="#000000">Line</font></strong> </th>
|
||||
|
||||
<td bgcolor="#eaeaea"> moves the selected Biped object with reference of the selected object in the list along a line </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Apply</strong> <br>
|
||||
|
||||
|
||||
Applies <strong>once</strong> the selected operation to the selected object.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Begin / End</strong> <br>
|
||||
|
||||
|
||||
Applies the selected operation in the specified range (<strong>Start / Stop</strong>) and with the given <strong>Steps</strong>
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Range</strong> <br>
|
||||
|
||||
|
||||
Applies the selected operation for the <strong style="font-family: Arial;">Full animation range</strong><span style="font-family: Arial;"> with the given </span><strong style="font-family: Arial;">Steps</strong> </p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="pivot"></a> Main Dialog: Pivot Rollout </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"><img alt="dialogPivot.jpg" src="images/atools/dialogPivot.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 179px; float: left;"><img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Select Pivot</strong> <br>
|
||||
|
||||
|
||||
If a foot is selected, you can select which pivot you want to operate with for <strong>Move</strong> operation. <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Create</strong> <br>
|
||||
|
||||
|
||||
Creates a new <strong>Pivot Point</strong> with the selected pivot. <br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Delete</strong> <br>
|
||||
|
||||
|
||||
Deletes the <strong>Pivot Point</strong> of the selected Biped Object. <br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Single</strong> <br>
|
||||
|
||||
|
||||
Creates a single snapshot from the selected Object. <br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>+ Children</strong> <br>
|
||||
|
||||
|
||||
Creates snapshot from the children of the selected Object and integrates them into a group. </p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="misc"></a> Main Dialog: Misc Rollout </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="dialogMisc.jpg" src="images/atools/dialogMisc.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 210px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Load Model</strong> <br>
|
||||
|
||||
|
||||
If a model list is created before, the model selected will be opened (without message box asking to save changes!). <br>
|
||||
|
||||
|
||||
<a href="ModelSetup.html" class="twikiLink"><strong>How to maintain models</strong> </a><br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Reset Locator</strong> <br>
|
||||
|
||||
|
||||
Rotates and translates the locator to Y+ and [0,0,0] (origin of scene). <br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Weapons Drop Down List</strong> <br>
|
||||
|
||||
|
||||
If a weapon list is created before, the weapon selected will be
|
||||
unhidden, every weapon before will be hidden (needs reference in
|
||||
weapons_ref.max in tools folder). <br>
|
||||
|
||||
|
||||
<strong><a href="http://server41/twiki/bin/view/AssetCreation/CryAnimTutorialDialogMiscWeaponSetup" class="twikiLink">How to maintain weapons</a></strong></p>
|
||||
|
||||
<p style="font-family: Arial;"><strong><a href="http://server41/twiki/bin/view/AssetCreation/CryAnimTutorialDialogMiscWeaponSetup" class="twikiLink"></a></strong>
|
||||
</p>
|
||||
|
||||
<h3 style="font-family: Arial;"><img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-orange" src="images/atools/led-orange.gif" align="top"><strong>Muscles</strong> </h3>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">AutoMuscles</strong><span style="font-family: Arial;"> <br>
|
||||
|
||||
If checked and nanoMuscles are in the scene, automatically repositions the look-at targets without animating. </span><br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
If unchecked and Use Keys is unchecked too, keys will be generated automatically when changing the timeline. </span><br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
When exporting using the cryAnim tools, the nanoMuscles will be baked automatically by export. </span><br>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Use Key</strong> <br>
|
||||
|
||||
|
||||
Is available when Auto-Muscles is unchecked. <br>
|
||||
|
||||
|
||||
If nanoMuscles are baked and Use Keys is checked, it will not generate
|
||||
keys when changing the timeline. Needed when tweaking the bones. <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">Create</strong><span style="font-family: Arial;"> </span><br>
|
||||
|
||||
|
||||
If there is no nanoMuscles rig available on the character, it will be generated. <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Bake</strong> <br>
|
||||
|
||||
|
||||
Bakes the nanoMuscles Keys. <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="loadsave"></a> Main Dialog: Load / Save / Export Rollout</h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="dialogLoadSave.jpg" src="images/atools/dialogLoadSave.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 414px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Load Biped File</strong> <br>
|
||||
|
||||
|
||||
Prompts a open file dialog where you can choose the biped you want to
|
||||
load (must have correct file naming: works not without file extension).
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Start / End</strong> <br>
|
||||
|
||||
|
||||
Sets the range to save the biped to.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Range</strong> <br>
|
||||
|
||||
|
||||
Sets the current animation range to save the biped to.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>All</strong> <br>
|
||||
|
||||
|
||||
Uses the biped range for saving.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Add</strong> <br>
|
||||
|
||||
|
||||
If a bone is currently selected, the bone will be added to the bone export list.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Delete</strong> <br>
|
||||
|
||||
|
||||
If a bone is selected in the list, it will be deleted.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Save</strong> <br>
|
||||
|
||||
|
||||
Prompts a saving file dialog to choose a file where to save the biped to.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Export</strong> <br>
|
||||
|
||||
|
||||
Prompts a saving file dialog to choose a file where to export to. <br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Save / Export</strong> <br>
|
||||
|
||||
|
||||
Prompts a saving file dialog to choose a file where to save to. <br>
|
||||
|
||||
|
||||
(<em>It will generate automatically the correct path for the CAF file and export the biped.</em>)
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Batch Export</strong> <br>
|
||||
|
||||
|
||||
Runs the batch exporter to export .bip or .fbx files. <br>
|
||||
|
||||
|
||||
<strong><a href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogBatchExport" class="twikiLink">How to use the batch export</a></strong>
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="perforce"></a> Main Dialog: Perforce Rollout </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="dialogPerforce.jpg" src="images/atools/dialogPerforce.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 291px; float: left;">
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>AutoUpdate</strong> <br>
|
||||
|
||||
|
||||
If checked, tries to get latest revision every minute from perforce. <br>
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Notify</strong> <br>
|
||||
|
||||
|
||||
If checked, shows a message box if there is a new updated installed. <br>
|
||||
|
||||
<br>
|
||||
|
||||
<br>
|
||||
|
||||
</p>
|
||||
|
||||
<table style="font-family: Arial;" class="twikiTable" border="0" cellpadding="1" cellspacing="1">
|
||||
|
||||
<tbody>
|
||||
|
||||
<tr>
|
||||
|
||||
<th class="twikiFirstCol" bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogPerforce?sortcol=0;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">Name</font></a> </th>
|
||||
|
||||
<th bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogPerforce?sortcol=1;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">Y(es)</font></a> </th>
|
||||
|
||||
<th bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogPerforce?sortcol=2;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">N(o)</font></a> </th>
|
||||
|
||||
<th bgcolor="#dadada"> <a rel="nofollow" href="http://server41/twiki/bin/view/AssetCreation/CryAnimDialogPerforce?sortcol=3;table=1;up=0#sorted_table" title="Sort by this column"><font color="#000000">A(sk)</font></a> </th>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#ffffff"> Open For Edit </td>
|
||||
|
||||
<td bgcolor="#ffffff"> always open </td>
|
||||
|
||||
<td bgcolor="#ffffff"> never open </td>
|
||||
|
||||
<td bgcolor="#ffffff"> prompt message to ask </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="twikiFirstCol" bgcolor="#eaeaea"> Add to Source Control </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> always add </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> never add </td>
|
||||
|
||||
<td bgcolor="#eaeaea"> prompt message to ask </td>
|
||||
|
||||
</tr>
|
||||
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<br>
|
||||
|
||||
<br>
|
||||
|
||||
</p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"><a name="tools"></a> Main Dialog: Tools Rollout </h2>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"><img alt="dialogTools.jpg" src="images/atools/dialogTools.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 301px; float: left;"><img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Reload Script</strong> <br>
|
||||
|
||||
|
||||
Destroys the dialog and runs the loading script to load all necessary files again. <br>
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Prompt for File</strong> <br>
|
||||
|
||||
|
||||
When saving or exporting, a open file dialog pops up to get the file
|
||||
location the animation should be saved to (works only with extension).<br>
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Biped Working Directory</strong> <br>
|
||||
|
||||
|
||||
Has the path of the directory to use when Save / Exporting animations and will be the default folder when Loading Biped Files.<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Pick</strong> <br>
|
||||
|
||||
|
||||
Opens a dialog to get the directory for the biped files.<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Set</strong> <br>
|
||||
|
||||
|
||||
Assigns the folder path to the variable used internally.<br>
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Use Rollout States</strong> <br>
|
||||
|
||||
|
||||
If checked, remembers the last state (rolled up/down) of the rollouts
|
||||
and when loading the dialog again, these states will be set.<br>
|
||||
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px; font-family: Arial;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Notify File Attribute</strong> <br>
|
||||
|
||||
|
||||
If checked, pops up a message box if the file to save or export to is read-only.<br>
|
||||
|
||||
</p>
|
||||
|
||||
<p></p>
|
||||
|
||||
<p></p>
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,95 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: AnimTools: Batch Exporter Rollout</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: AnimTools: Batch Exporter Rollout</h1>
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"> Main Dialog Batch Export Rollout </h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img src="http://server41/twiki/pub/AssetCreation/CryAnimDialogBatchExport/dialogBatchExport.jpg" style="margin-right: 2em;" border="0">
|
||||
</p>
|
||||
<h2 style="font-family: Arial;"><img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-orange" src="images/atools/led-orange.gif" align="top"> <strong>Input / Output</strong> </h2>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Source</strong> <br>
|
||||
|
||||
Prompts a open folder dialog where you can choose location of files you want to process.<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>PreExport</strong> <br>
|
||||
|
||||
Opens a dialog to define a pre-export script which will be executed
|
||||
before the actually export begins or after the check is done.<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Export</strong> <br>
|
||||
|
||||
Prompts a open folder dialog where you can choose the location to export the files to.<br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
</p>
|
||||
<h2 style="font-family: Arial;"><img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-orange" src="images/atools/led-orange.gif" align="top"> <strong>Check / Export</strong><br>
|
||||
</h2>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">Count</strong><span style="font-family: Arial;"> </span><br style="font-family: Arial;">
|
||||
<span style="font-family: Arial;">
|
||||
Counter of files in the file list or how many files are selected.</span><br style="font-family: Arial;">
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">Keep Sub Folders</strong><span style="font-family: Arial;"> </span><br style="font-family: Arial;">
|
||||
<span style="font-family: Arial;">
|
||||
If checked, the sub folder structure will be used, otherwise all files in the list will be exported into the Export folder.</span><br style="font-family: Arial;">
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"><span style="font-family: Arial;"> </span><strong style="font-family: Arial;">Config</strong><span style="font-family: Arial;"> </span><br>
|
||||
|
||||
Opens a dialog to config the bone detection.
|
||||
(<strong><a href="http://server41/twiki/bin/view/AssetCreation/CryAnimTutorialsBoneDetection" class="twikiLink">How to maintain bone detection</a></strong>) <br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>Detect</strong> <br>
|
||||
|
||||
If checked, automatically chooses the bone specified in Config with the filename.<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>+</strong> <br>
|
||||
|
||||
If checked, shows only bone detected files.<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>-</strong> <br>
|
||||
|
||||
If checked, shows only non-bone detected files.<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>CHECK</strong> <br>
|
||||
|
||||
Processes the files list, without exporting (opening the file, checking
|
||||
if the file can be exported and running the pre-export script if
|
||||
defined).<br>
|
||||
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> <strong>BATCH</strong> <br>
|
||||
|
||||
Processes the files list (opening the file, checking if the file can be
|
||||
exported, running the pre-export script if defined and export the file).</p>
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,152 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
<title>cryTools: Control Panel</title>
|
||||
</head>
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: Control Panel </h1>
|
||||
<span style="font-family: Arial;"></span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">
|
||||
<img alt="Control Panel Rollout" src="images/controlpanel.png" style="border: 0px solid ; margin-right: 1em; width: 356px; height: 625px; float: left;"> General Overview<br>
|
||||
</h2>
|
||||
<span style="font-family: Arial;">The control panel is a place where
|
||||
you can set personal preferences specific to your workflow. It is
|
||||
broken up into four main sections Art, Animation, Misc, and Debug Info.<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Art</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Check for Crytek shader at export [Default: ON]</span><br>
|
||||
With this enabled, when the export button is pressed in the cryExport
|
||||
utility rollout, cryTools will loop through all objects that are in the
|
||||
current export list and check all of their materials and submaterials.
|
||||
cryTools will generate a warning if it finds any non 'Crytek' materials
|
||||
or any object with no defined material.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Re-parent biped twist bones at export [Default: ON]</span><br>
|
||||
Biped forearm twist bones are parented to the upper arm for some weird
|
||||
reason. They still work if you reparent them to the lower arm, but on
|
||||
load they are always reparented to the upper arm. With this enabled,
|
||||
the twist bones will be re-parented to the lower arm on character
|
||||
export. This way they do not receive weird double transforms ingame.<br>
|
||||
<span style="font-weight: bold; color: rgb(255, 0, 0);">Update:</span> This also reparents upper arm twists now<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Animation</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Load Old Animation tools</span><br>
|
||||
When checked, the original <span style="font-weight: bold;">CryAnimTools</span> will load when <span style="font-weight: bold;">'CryAnimation'</span> is slected from the drop down.</span><br>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;"><br>
|
||||
Do not unparent $weapon_bone children at export [Default: OFF]</span><br>
|
||||
I merged our 'animation rigs' into the main character Max file, because
|
||||
any time the main character was updated, then the animation rig would
|
||||
need to be updated. Now we animate on the actual character Max file.
|
||||
Because of this, there are guns parented to the arms that you can cycle
|
||||
through from within the Animation Tools. It is important that these
|
||||
guns not export in the hierarchy. With this option checked, the weapon
|
||||
objects will be exported, as skeletal nodes.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold; color: rgb(255, 0, 0);">Update:</span> The following have been removed, but the commented code exists<br>
|
||||
<span style="font-weight: bold; color: rgb(153, 153, 153);">Auto-update pose collections on max file open [Default: OFF]</span><br style="color: rgb(153, 153, 153);">
|
||||
<span style="color: rgb(153, 153, 153);">With this enabled, cryTools
|
||||
will auto-update pose collections when you load a file. This is useful
|
||||
when an animation team has a pose collection file somewhere on the
|
||||
network or in P4. You can also click 'Get Latest P4' to manually sync
|
||||
to the latest pose collections from the control panel without
|
||||
restarting.</span><br style="color: rgb(153, 153, 153);">
|
||||
<br style="color: rgb(153, 153, 153);">
|
||||
<span style="font-weight: bold; color: rgb(153, 153, 153);">Sync pose collections at p4 start [Default: OFF]</span><br style="color: rgb(153, 153, 153);">
|
||||
<span style="color: rgb(153, 153, 153);">In addition to the above, each
|
||||
animator can have their pose collections updated from a P4 location
|
||||
every time he opens a maxfile.</span><br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Misc</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Suppress all export warnings [Default: OFF]</span><br>
|
||||
This is for advanced users. It disabled all warnings for shader
|
||||
problems, hierarchy issues; everything. You really shouldn't enable
|
||||
this unless working on some test items and getting annoyed with export
|
||||
warnings.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Show splash screen [Default: ON]</span><br>
|
||||
You can disable the splash screen here. It is a good idea to leave the
|
||||
splash screen up as it has some information like your local
|
||||
build/latest build and the version number, it is also up only during
|
||||
the time it takes to load/initialize the tools. The cryTools splash
|
||||
screen can be closed immediately by clicking anywhere on the screen,
|
||||
you can also click menu items and things while it is up.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Update/Uninstall/Rollback</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Reload/Install Updates From Your Local Build</span><br>
|
||||
This will reload cryTools, this is useful if you have copied over new
|
||||
scripts, or updated your scripts via PerForce, AlienBrain, etc...<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Retreive Latest Tools/Sync</span><br>
|
||||
When this is pressed, it uses the selected option to look for tools
|
||||
updates. You need to set up the script to work with your P4 or
|
||||
AlienBrain servers.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Rollback Exporter</span><br>
|
||||
This rolls back to the last version of the exporter<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Uninstall Crytools</span><br>
|
||||
This uninstalls the scripts<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">LOCAL/LATEST Build</span><br>
|
||||
This shows the local and latest builds. The latest build is queried
|
||||
from a build server, you will have to point it at your server.<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Debug Info</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">dump/remove callbacks</span><br>
|
||||
If you click 'dump callbacks', all the callbacks cryTools has
|
||||
registered will be echoed to the Maxscript Listener. If you click
|
||||
'remove callbacks' nothing will happen, you have to right click it to
|
||||
remove all callbacks cryTools has set. To reload the callbacks, you
|
||||
must restart max, click 'Check/Install updates from your latest build'
|
||||
in updateTools, or open the tools that registered the callback (like
|
||||
riggingTools or animationTools)<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">dump crytek global vars</span><br>
|
||||
This will dump any global variables set by cryTools. Crytools uses a global struct now and does not set as many global vars<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Various debug info</span><br>
|
||||
Here you can check for problems. I echo out a lot of the vars that,
|
||||
when missing or improperly set, can cause cryTools not to work or load.
|
||||
I will quickly go through them:<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">MAX VERSION:</span> Self explanatory<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">MAX PATH:</span> The 3D Studio Max install path<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">PROJECT:</span> Internally, this is
|
||||
taken from your P4 root folder name. At Crytek, we use a naming scheme
|
||||
like "Game02", "Game04", etc. This allows cryTools to be largely
|
||||
project independent when syncing tools and things on P4.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">DOMAIN:</span> This is returned from a
|
||||
cryTools function that returns the domain of the network the cryTools
|
||||
users machine is on. This is useful when creating internal tools, it is
|
||||
not secure, but it keeps debug stuff and hacks out of the UI.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">BUILD PATH: </span>This is the location of the build on the users local machine.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">CRYEXPORT.INI PATH: </span>The location of the cryexport.ini file<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">CRYTOOLS.INI PATH: </span>The location of the crytools.ini file where the control panel settings and various other things are stored.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">EDITOR PATH:</span> The local path to the editor.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">ROLLBACK STATUS:</span> If 'true',
|
||||
cryTools is currently operating in a 'rolled back' state, and will not
|
||||
attempt to get latest versions of the exporter and tools at max start.
|
||||
'False' indicates normal operation.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">LOCAL BUILD #: </span>This is the number of the local build on the users HD.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">LATEST BUILD #: </span>This is the latest build number on the server (procedural builds)<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">LATEST BUILD ON SERVER: </span>This is the filename of the latest build on the server. <br>
|
||||
<br>
|
||||
<br>
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,208 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
<title>cryTools: CryAnimTools</title>
|
||||
</head>
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
<h1 style="font-family: Arial; background-color: rgb(192, 192, 192);">CryAnimTools </h1>
|
||||
<span style="font-family: Arial;">(CryAnimTools are old and have been
|
||||
replaced with animTools, they still exist and are accessible through
|
||||
the Control Panel. This is mainly for reference and some old tools that
|
||||
were not merged into animTools)</span>
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="CryAnimTools Rollout" src="images/animationTools.png" style="border: 0px solid ; margin-right: 1em; width: 204px; height: 2275px; float: left;">
|
||||
</p>
|
||||
<span style="font-family: Arial;"><br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;"><span style="font-weight: bold;">CryPlantKey</span></span></h2>
|
||||
<span style="font-family: Arial;">CryPlantKey is one of the first
|
||||
cryTools written, it is used to plant a node (i.e. foot) in a spot
|
||||
specified by the animator for a given number of frames.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Key Type</span><br>
|
||||
Here you can set the key type of the keys that are generated. You may
|
||||
choose from any of the three supported Biped key types: Planted,
|
||||
Sliding, or Free. Checking 'Only for existing' will only overwrite the
|
||||
existing keys, if this is unchecked the tool will default to one key
|
||||
per frame.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Begin/End (Set Range)</span><br>
|
||||
You can set a range either by entering a numeric range, or by clicking
|
||||
the 'begin' and 'end' buttons to dump the current time into the field.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Use Begin/End - Use Timeline</span><br>
|
||||
Upon pressing either of these, the script will run. When 'Use
|
||||
Begin/End' is pressed, the values entered in the Begin/End fields will
|
||||
be used, when pressing 'Use Animation Range', the beginning and ending
|
||||
of the animation range will be used.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;"><span style="font-weight: bold;">BipedTools</span></span></h2>
|
||||
<span style="font-family: Arial;">The BipedTools are an extremely user friendly front end to more laborious Biped-related tasks.<br>
|
||||
<br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">Biped Selection</span><br>
|
||||
At the top you see this drop down menu where you select the biped you
|
||||
are currently wanting to manipulate. This list is set at the time you
|
||||
open the Animation tools, if you have imported other biped and would
|
||||
like to update/refresh the list, click the arrow: < . (less than)<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Bip Motion Menu</span><br>
|
||||
This takes you to the motion menu tab for the current biped loaded in the tools.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">LoadBIP</span><br>
|
||||
An improved (resizable) BIP file requester for loading animations.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Figure Mode / Hide Biped [Toggles]</span><br>
|
||||
These two checkbuttons are toggles, meaning that when you press 'Figure
|
||||
Mode' it stays hilighted for the duration that the characte is in
|
||||
figure mode. 'Hide Biped is one of the most used buttons in the entire
|
||||
Aniamtion toolset; it just hides the entire skeleton.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">In Place Mode [Toggle]</span><br>
|
||||
Clikcing the 'In place Mode' toggle will turn on In Place Mode, which
|
||||
constrains the motion on X and Y, however, pressing 'X or Y will
|
||||
constrain the motion to only the selected axis.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Select Only Biped Bones</span><br>
|
||||
Selects the original biped skeleton, and ignores any extra helper bones
|
||||
that have been added. Useful when you want to load up a pose or do some
|
||||
motion panel operation to all the original biped bones. (motion panel
|
||||
biped options will not load if a single non-original biped bone is in
|
||||
the current selection)<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Clamp Timeline</span><br>
|
||||
This clamps the timeline at the current key, if you click 'At Last Key'
|
||||
it will clamp the timeline at the last keyframe of the currently
|
||||
selected object.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Reverse Animation to FBX Skeleton</span><br>
|
||||
This will generate a skeleton with our internal FBX naming convention
|
||||
and it will reverse the current animation onto that skeleton. Just give
|
||||
the script the start and end frames of the animation you would like to
|
||||
reverse.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Attach Biped to FBX Skeleton / Delete FBX Skeleton</span><br>
|
||||
This will copy the animation of an imported FBX skeleton with the
|
||||
correct naming convention to the currently loaded biped. 'Delete FBX
|
||||
Skeleton' removes the FBX skeleton.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Collections</span><br>
|
||||
This loads Biped pose collections and allows you to manually sync to the latest files from Perforce.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Crysis Rig Navigator</span><br>
|
||||
This acts as a synaptic rig element selector, much like what people are
|
||||
used to in Maya, XSI, and MotionBuilder. You can click on part of the
|
||||
rig to select it. When working with multiple bipeds in the same scene,
|
||||
remember to select the biped you want to manipulate at the top of the
|
||||
BipedTools rollout.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Internal Tools/Fixes</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Animation Setup</span><br>
|
||||
This drop down menu offers you the choices of none, pistol, rifle, mg,
|
||||
and law. Upon selecting a weapon, it appears in the character's hand<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Add Trooper Weapon Bone</span><br>
|
||||
This adds a correctly oriented trooper weapon bone into the trooper
|
||||
hierarchy. It was made when Antoine needed to iterate through all
|
||||
trooper animations and add a central weapon bone.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">XAF Import/Export</span><br>
|
||||
This is an XAF importer/exporter for non human characters. The idea was
|
||||
to save XML Animation files (XAF) for all non human characters like we
|
||||
do BIPs for humans. I implemented it for the trooper, but Animation
|
||||
never used it and it does not work for other characters currently.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">GeneralTools</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Change Rotation to TCB</span><br>
|
||||
This iterates through all selected objects and changes their rotation
|
||||
controllers to TCB. It really comes in handy when trying to export
|
||||
vehicles into CryEngine as CGAs (all moving parts need to be TCB).<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Bake Motion to Keys</span><br>
|
||||
Bakes all motion on an object to dense keys (1 key/frame)<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">RangeView</span></h2>
|
||||
<span style="font-family: Arial;">This drop down menu is populated by
|
||||
Animator-created 'time-tagged' sequences. It reads in the names and
|
||||
allows you to select individual sequences. When a sequence is selected,
|
||||
the timeline beginning/end is set the the time-tagged range's
|
||||
beginning/ending.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">MirrorArms</span></h2>
|
||||
<span style="font-family: Arial;">When you press 'Mirror' the animation
|
||||
from one arm to the other will be mirrored for the frames currently in
|
||||
the timeline. 'copy/mirror root anim' will also copy the root and
|
||||
reverse it's animation. Keep in mind that you need to be using the
|
||||
Crysis first person arms rig, and also that these newly created
|
||||
keyframes might not tween correctly to other keys outside of the
|
||||
animation range, so you might want to do all keys at once.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Batch Export</span></h2>
|
||||
<span style="font-family: Arial;">The Batch Exporter was created to
|
||||
manipulate many animations at once, and make sweeping changes in
|
||||
animation data. You can do things like add new procedurally driven
|
||||
bones to a hierarchy then batch export these bones/animation to 3,000
|
||||
animations. You could also flip every animation 180 deg on the Z axis.
|
||||
The exporter works by loading many BIP animations onto a currently
|
||||
loaded Biped, and exporting them one by one. This makes it very
|
||||
flexible, and allows you to generate sweeping changes to the animation
|
||||
dataset with relative ease.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Specify Modes</span><br>
|
||||
The idea was that here you couls specify modes, switching from a BIP
|
||||
batch exporter to an XAF batch exporter. That idea has currently been
|
||||
put on hold, since XAF was not switched to as a standard animation
|
||||
format for non-human characters.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Batch Folder / Save Folder</span><br>
|
||||
Here you set the Batch Folder that has trhe BIP files you would like to
|
||||
batch process/export, you also select the Save Folder. Upon selecting
|
||||
the Batch Folder the Export button should enable with the number of bip
|
||||
files there are present to be batched.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Batching Mutliple Folders</span><br>
|
||||
If you check the box next to Multiple Folders, the Add to list button
|
||||
should become active. If you press this, your current Batch/Save
|
||||
folders will be saved in a que below (Folders to Process in List:). You
|
||||
can save your que and load old queues you have made.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Generate CAL File</span><br>
|
||||
This would generate a CAL file for the animations you were batch
|
||||
exporting, making it easier to test them and also would make it so you
|
||||
did not need to dump those new animations directly into your build. The
|
||||
CAL file system has changed a lot in the past months, so this may no
|
||||
longer work.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Log to File</span><br>
|
||||
With this enabled, cryTools will generate a log file to the folder in which you are exporting. Here is an example:<br>
|
||||
7/20/2006 12:38:22 PM --- Exporting combat_blinded_nw_01<br>
|
||||
7/20/2006 12:38:30 PM --- Exporting combat_blinded_pistol_01<br>
|
||||
7/20/2006 12:38:40 PM --- Exporting combat_blinded_rifle_01<br>
|
||||
7/20/2006 12:38:52 PM --- Exporting combat_callBase_01<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Flip on Z Axis</span><br>
|
||||
This will flip all exported animation on the Z axis. This was used to
|
||||
convert all out animations from facing -Y direction to +Y direction.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Export RAW CAF Data</span><br>
|
||||
This is somewhat deprecated. It used to export RAW CAF animation data,
|
||||
but now we use a different RAW format and compression scheme. This
|
||||
option however, is still here for testing and backwards compatibility.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold;">Save BIP/XAF Files</span><br>
|
||||
With this option enabled, the Batch Exporter will also save the BIP
|
||||
file when it exports. If you check 'Only Save, No Export, the Batch
|
||||
Exporter becomes a kind of "Batch Saver" that can step through folders
|
||||
of BIP files and load them onto a new skeleton and resave them with new
|
||||
bones or other changes. <br>
|
||||
<br>
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,321 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: CryArtistTools</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">CryArtistTools </h1>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img alt="CryArtistTools Rollout" src="images/artistTools.png" style="border: 0px solid ; margin-right: 1em; width: 204px; height: 1144px; float: left;">
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Artist Tools</h2>
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 style="font-family: Arial; background-color: rgb(225, 225, 225);">General Tools</h3>
|
||||
|
||||
|
||||
<span style="font-weight: bold; font-family: Arial;">centerPivot</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will cycle through all selected objects and center the pivot of each to the center of the objects respective bounding box.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-weight: bold; font-family: Arial;">preserveUVs</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This was a request, which turns on and off 'preserve UVs' when clicked. It has also been exposed as a key binding in cryKeys.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-weight: bold; font-family: Arial;">resetXformCollapse</span><span style="font-family: Arial;"><br>
|
||||
|
||||
|
||||
|
||||
Upon clicking this, cryTools will
|
||||
loop through all currently selected objects and quickly resetXform and
|
||||
then collapse each, one by one.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-weight: bold; font-family: Arial;">Copy/Paste Modifier</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial;">When clicking Copy Modifier, the
|
||||
current modifier will be copied and stored in memory. It can then be
|
||||
pasted to any number of like objects. This is useful for changing a
|
||||
base mesh and applying the change to many other meshes with the same
|
||||
point index (useful for heads/morph targets)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 style="font-family: Arial; background-color: rgb(225, 225, 225);">UV Tools</h3>
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial;">By pressing ' < ' or reloading
|
||||
Artist Tools, it will grab the UV info from the currently selected
|
||||
object. You can now use the following buttons to manipulate the UV
|
||||
coordinates. There is the ability to scale selected points to 0 on the
|
||||
X and Y, or X+Y, and to rotate 90 degrees clockwise and
|
||||
counterclockwise. <br>
|
||||
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Diagnostics</h2>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial; background-color: rgb(225, 225, 225);">polyStats</h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">polyStats gives realtime face, edge and vert data for any selected object.<br>
|
||||
|
||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">CGF Metadata Manager</h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
This tool is used to set-up breakable/destroyable objects. The data is
|
||||
set and stored in the objects' <span style="font-weight: bold;">User Defined Properties</span> (UDP).</span><strong style="font-family: Arial;"><span style="text-decoration: underline;"><br>
|
||||
|
||||
</span></strong>
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><strong style="font-family: Arial;">Object Properties</strong></h3>
|
||||
|
||||
|
||||
<p style="font-family: Arial;"><strong>Mass</strong> (render geometry property)<br>
|
||||
|
||||
|
||||
|
||||
|
||||
Mass defines the weight of an object based on real world physics. A value of <span style="font-weight: bold;">0</span> sets the object to "unmovable". This is used on the basement of
|
||||
a house for example or the sign pole which should not be movable and
|
||||
always stay in the original position. When used in brushes and Geom
|
||||
Entities, this is the final part's mass. When used in regular Entities,
|
||||
all parts masses are scaled so that their total mass gives the mass
|
||||
specified in the entity properties.<strong></strong>
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Density</strong><br>
|
||||
|
||||
The engine automatically calculates the mass for an object based on the density and the bounding box of an object.
|
||||
Can be used alternatively to <em>mass</em>.
|
||||
</p>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
To set the Mass/Density of an object, check the appropriate checkbox
|
||||
and set the value. To apply the setting click "Apply Settings to
|
||||
Selected" button. If wishing to scale the mass of multiple objects with
|
||||
different masses, select those objects, set the scale value desired,
|
||||
and press "Update Data" button.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
A forced primitve allows a basic shape be defined for the object based
|
||||
on it's bounding box. Check the desired shape, and apply settings.<br>
|
||||
|
||||
<br>
|
||||
|
||||
</span><strong style="font-family: Arial; color: rgb(255, 0, 0);">TechNote:</strong><span style="font-family: Arial;"> You must either define this value or </span><em style="font-family: Arial;">density</em><span style="font-family: Arial;"> to ensure the simulation is working correctly.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-weight: bold; font-family: Arial;"><span style="font-family: Arial;">Joint Properties</span></span><span style="font-weight: bold; text-decoration: underline; font-family: Arial;"></span></h3>
|
||||
|
||||
<span style="font-weight: bold; text-decoration: underline; font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-weight: bold;"></span></span></span></span></span><span style="font-family: Arial;">Only
|
||||
Helpers/Dummies can be joints. Joints hold together pieces of the
|
||||
breakable objects and define how much force (and what kind of force) is
|
||||
necessary to break the objects from their joints.</span><span style="font-family: Arial;">
|
||||
To Set the joint properties enable joint properties and set the needed values for the properties desired.</span>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Limit</strong> - limit is a general value for several different kind of forces applied
|
||||
to the joint. It contains a combination of the values below.<br>
|
||||
|
||||
|
||||
|
||||
|
||||
<strong style="font-family: Arial; color: rgb(255, 0, 0);"></strong></p>
|
||||
|
||||
<p style="font-family: Arial;"><strong style="font-family: Arial; color: rgb(255, 0, 0);">TechNote:</strong><span style="font-family: Arial;"> </span>This value needs to be defined, otherwise the
|
||||
simulation will not work correctly.
|
||||
Crysis Example values: 100 - 500 can be broken by a bullet; 10000 can
|
||||
be broken by the impact of a driving vehicle or a big explosion.
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
The following values are optional and are used to fine tune the "limit" settings.<br>
|
||||
|
||||
|
||||
|
||||
|
||||
<strong></strong></p>
|
||||
|
||||
<p style="font-family: Arial;"><strong>Bend</strong> - maximum torque around an axis perpendicular to the normal.
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Twist</strong> - maximum torque around the normal
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Pull</strong> - maximum force
|
||||
applied to the joint’s 1st object against the joint normal (the parts
|
||||
are "pulled together" as a reaction to external forces pulling them
|
||||
apart)
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Push</strong> - maximum force
|
||||
applied to the joint's 1st object (i.e. the one whose name is listed
|
||||
first in the joint's name, or if the names were not specified, the
|
||||
object the joint's z axis points towards) along the joint normal; joint
|
||||
normal is the joint's z axis, so for this value to actually be "push
|
||||
apart" (as a reaction to external forces pressing the parts together),
|
||||
this axis must be directed inside the 1st object
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>Shift</strong> - maximum force in the direction perpendicular to normal
|
||||
</p>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">
|
||||
|
||||
</span></span><span style="font-weight: bold; font-family: Arial; color: rgb(255, 0, 0);">TechNote:</span><span style="font-family: Arial;"> Remember to press '<span style="font-weight: bold;">Apply Settings' </span>after you have made changes to an objects properties.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Scale Properties</span> - To scale the joint properties, select the joints that you need to
|
||||
scale, check the scale properties checkbox, and check the properties
|
||||
which you desire to scale. Set the scale value and apply settings to
|
||||
the objects.<br>
|
||||
<br>
|
||||
</span>
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-weight: bold; font-family: Arial;"><span style="font-family: Arial;">Destroyable Objects</span></span></h3>
|
||||
<span style="font-family: Arial;"></span><span style="font-weight: bold; font-family: Arial; color: rgb(255, 0, 0);">TechNote: </span><span style="font-family: Arial; color: rgb(255, 0, 0);"><span style="color: rgb(0, 0, 0);">please keep in mind that Destroyable objects should also have Mass/Density<br>
|
||||
<br>
|
||||
</span></span><span style="font-family: Arial;"><span style="font-weight: bold;">Main</span>: This is the option to set the submodel's name to be "Main" so that it becomes the </span><span style="font-family: Arial;">(only) pre-destruction submodel</span><span style="font-family: Arial;">.<br>
|
||||
</span> <code style="font-family: Arial; font-weight: bold;"><br>
|
||||
Remain</code><span style="font-family: Arial;">: This sets the object's name to "Remain" so it becomes the permanent post-destruction submodel which replaces </span><code style="font-family: Arial;">Main</code><span style="font-family: Arial;">.</span><br>
|
||||
<br>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">generic</span> = count: Causes the piece to be spawned
|
||||
multiple times in random locations throughout the original model. The
|
||||
count specifies how many times it is spawned. There can be multiple
|
||||
generic pieces.<br>
|
||||
<br>
|
||||
</span><code style="font-family: Arial; font-weight: bold;">entity</code><span style="font-family: Arial;">: If object is set to entity, the piece is spawned as a persistent entity. Otherwise, it is spawned as a particle.<br>
|
||||
<br>
|
||||
</span><code style="font-family: Arial; font-weight: bold;">rotaxes</code><span style="font-family: Arial;"> = </span><em style="font-family: Arial;">axes</em><span style="font-family: Arial;">: For generic pieces, this generates random rotation. Set this to the axis letter(s), for example, </span><code style="font-family: Arial;">z</code><span style="font-family: Arial;"> or </span><code style="font-family: Arial;">xyz</code><span style="font-family: Arial;">,
|
||||
to cause the piece to rotate randomly about the selected local
|
||||
axis/axes. If not set, the pieces will spawn in their authored rotation.<br>
|
||||
<br>
|
||||
</span><code style="font-family: Arial; font-weight: bold;">sizevar</code><span style="font-family: Arial;"><span style="font-weight: bold;"> </span>= </span><em style="font-family: Arial;">var</em><span style="font-family: Arial;"> : For generic pieces, this randomises the size of each piece, by a scale of 1-var to 1+var.</span><br>
|
||||
<span style="font-weight: bold; font-family: Arial; color: rgb(255, 0, 0);"></span><span style="font-family: Arial; color: rgb(255, 0, 0);"><span style="color: rgb(0, 0, 0);"></span></span><span style="font-family: Arial; color: rgb(255, 0, 0);"><span style="color: rgb(0, 0, 0);"></span></span><span style="font-family: Arial;"></span><br>
|
||||
<span style="font-family: Arial;"><br>
|
||||
</span><span style="font-family: Arial;">
|
||||
<br>
|
||||
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,259 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
<title>cryTools: CryMorphTools</title>
|
||||
|
||||
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools:
|
||||
CryMorphTools </h1>
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
<p style="font-family: Arial;"><br>
|
||||
|
||||
</p>
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Tutorials</h2>
|
||||
|
||||
<span style="font-family: Arial;">Here are some tutorials
|
||||
on using the MorphTools:<br>
|
||||
|
||||
<br>
|
||||
|
||||
<a href="MirrorMorphs.html">Mirroring Morphs and
|
||||
Deformation</a> (without altering point index)<br>
|
||||
|
||||
<br>
|
||||
|
||||
<a href="TransferMorphs.html">Transferring Morphs Between
|
||||
Characters</a><br>
|
||||
|
||||
<br>
|
||||
|
||||
<a href="LODMorphs.html">Generating Head LODs with Morph
|
||||
Targets</a><br>
|
||||
|
||||
<br>
|
||||
|
||||
</span>
|
||||
<p style="font-family: Arial;"><img alt="morphtools rollout" src="images/morphTools.png" style="border: 0px solid ; margin-right: 1em; width: 204px; height: 1795px; float: left;">
|
||||
</p>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);">
|
||||
Facial Tools </h2>
|
||||
|
||||
<span style="font-family: Arial;">Please refer to the
|
||||
tutorials above about how to use these tools.
|
||||
</span>
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Auto Generation/Extraction</span>
|
||||
</p>
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
When you press '</span><b style="font-family: Arial;">Load
|
||||
Morphs from Selected</b><span style="font-family: Arial;">,
|
||||
the text at the top changes to echo the number of morphs loaded fromt
|
||||
he selected head/mesh. When using the number of morph targets rigidly
|
||||
setup for the Crysis pipeline, you can ignore 'dirty output', when you
|
||||
bake out morphs, they will be arranged by morph set and colored in the
|
||||
fashion that you are used to. The baked out head meshes will also be
|
||||
named with their respective morpher name.
|
||||
</span>
|
||||
<p style="font-family: Arial;"><b>Enable Dirty Output</b>
|
||||
- This means that you are exporting a head
|
||||
or object that does not use the rigid preset structure of the Crysis
|
||||
facial pipeline. <b>Dirty Output</b> is used when baking
|
||||
or adding an
|
||||
arbitrary number of morphs to a selected head or object with a morph
|
||||
modifier (useful for baking out vertex animation, an example in Crysis
|
||||
would be the parachute). The morphs created are named using the names
|
||||
fromt he morph target in the morpher modifier, and they are randomly
|
||||
colored.</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Organize (Align to helpers)</span>
|
||||
-
|
||||
will move the heads created to artist specified locations, these
|
||||
locations are marked by helper dummies with the morph name prefixed by
|
||||
‘<span style="font-weight: bold;">Dummy_</span>’.
|
||||
The overflow (targets baked out that have no corresponding helper) will
|
||||
default to a row up top, like the ‘dirty’ output
|
||||
mode.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<b>New Layer:</b> - Enter text defining the name of the
|
||||
layer you would like the morphs baked to.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<b>Add Selected Morphs to Picked</b> - This will ass all
|
||||
selected morph targets to your picked head. The morphs will be named
|
||||
after the meshes that created them.</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Add organized morphs to head</span>
|
||||
- will dump all the morphs you created (even overflow) to a new head</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Delete Faces from Targets</span>
|
||||
- You
|
||||
can load a selection of faces and then delete those same faces from any
|
||||
number of selected objects. All objects must share the same point
|
||||
index. Useful for deleting faces on multiple heads. (Used in Crysis to
|
||||
remove the NK heads, but allow eye animation to be played inside the
|
||||
Asian Nanosuit helmet.)
|
||||
</p>
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Mirror Eye Animation </span>-
|
||||
This
|
||||
will mirror the procedural eye calibration animation from Left to Right
|
||||
or Right to Left. This animation is used to bake out eye deformation
|
||||
targets that are later procedurally driven by look IK. The bone eye rig
|
||||
must be present in the scene to use this tool.
|
||||
</p>
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
<p style="font-family: Arial;"><font color="#ff0000"><span style="font-weight: bold;">Tech Note:</span> </font>Using
|
||||
this and many other
|
||||
facial tools (like non-dirty output above) requires strict adherence to
|
||||
the CryEngine2 Facial Pipeline, these eye bones have specific names and
|
||||
those names are used to locate and mirror their animation.
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<span style="font-weight: bold;">Morph Transfer</span>
|
||||
- This is used to transfer morphs between heads with unlike topologies/
|
||||
point indices.</p>
|
||||
|
||||
<span style="font-family: Arial;"></span><font style="font-family: Arial;" color="#808000">
|
||||
</font>
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);">Sync-Collapse
|
||||
by Location</h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
This tool collapses points by location instead of point index, useful
|
||||
for creating head LODs and loading those collapsed point sets onto
|
||||
other heads. Unfortunately, it is no longer supported. Though the code
|
||||
is there if you have the need and want to check it out. <a href="images/syncLoc.jpg" target="blank">Here</a> is an image
|
||||
explaining the basic concept, and <a href="images/syncLoc2.jpg" target="blank">here</a>
|
||||
is what the marking looks like.<big><font size="2"><big><span style="font-size: 10pt;"></span></big></font></big><br>
|
||||
|
||||
<span style="font-weight: bold;"></span><br>
|
||||
|
||||
<span style="font-weight: bold;">Hide Collapsed</span>
|
||||
- will hide the points you collapse as you go</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Collapse Variations as I Work </span>-
|
||||
will apply your collapse to all head variations as you work</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Mark Collapased Verts</span>
|
||||
- will mark the verts you have collapsed on all the head variations<br>
|
||||
|
||||
</p>
|
||||
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Here is the basic workflow:</span><br>
|
||||
|
||||
1) Select the main head you will model on and click
|
||||
‘<span style="font-weight: bold;">Select Main</span>’<br>
|
||||
|
||||
2) You ‘<span style="font-weight: bold;">collapse</span>’
|
||||
verts on the main head (two at a time) to make an LOD, then click
|
||||
‘<span style="font-weight: bold;">Save Collapse
|
||||
Data</span>’<br>
|
||||
|
||||
3) This then saves an ‘<span style="font-weight: bold;">.i2l</span>’ file
|
||||
with your changes.<br>
|
||||
|
||||
4) Open a file with other heads (different
|
||||
character head)<br>
|
||||
|
||||
5) Select all the heads and click ‘<span style="font-weight: bold;">Select variations</span>’<br>
|
||||
|
||||
6) Then click ‘<span style="font-weight: bold;">Load Collapse Data</span>’
|
||||
and select your ‘<span style="font-weight: bold;">.i2l</span>’
|
||||
file<br>
|
||||
|
||||
7) Then click ‘<span style="font-weight: bold;">Apply</span>’.<br>
|
||||
|
||||
<br>
|
||||
|
||||
</p>
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Pose-Driven
|
||||
Morphs</h2>
|
||||
|
||||
<h3 style="background-color: rgb(204, 204, 204);"><span style="font-family: Arial;"></span><span style="font-weight: bold; font-family: Arial;"></span><span style="font-family: Arial;"><span style="font-weight: bold;">Head/Neck</span></span></h3>
|
||||
<p><span style="font-family: Arial;">Pose-driven morphs allow you to
|
||||
set different ‘pose vectors’ like ‘look_up’,
|
||||
‘look_down’, ‘look_left’,
|
||||
‘look_right’, and so on. Each of these directions, can be
|
||||
associated with a morph target, so when a characters head rotates left,
|
||||
the geometry is cleaned up with a nice morph shape that an artist
|
||||
sculpted just for that position.<br style="font-family: Arial;">
|
||||
<span style="font-weight: bold; font-family: Arial;"></span></span></p>
|
||||
<p style="font-family: Arial;"><font color="#ff0000"><span style="font-weight: bold;">Tech Note:</span> </font>As of right now this only works with Skin. But we have a few heads using the Skin modifier, and we can convert Physique to Skin.<br>
|
||||
<span style="font-weight: bold;"></span></p>
|
||||
<p style="font-family: Arial;"><span style="font-weight: bold;">Usage:</span> First you click ‘<span style="font-weight: bold;">Select Character Head</span>’ which will then change to HeadName + ‘Head Loaded<br>
|
||||
When you select a pose vector, the ‘<span style="font-weight: bold;">Create Pose Shape</span>’
|
||||
button now becomes enabled if a pose shape associated with this vector
|
||||
is not already present. When you click this button it will make a head
|
||||
snapshot in the position of the vector. Note that we are defining the
|
||||
vectors, and that this system does not allow for an arbitrary number of
|
||||
vectors and associated morphs (in engine). Here is what it looks like
|
||||
if you click ‘<span style="font-weight: bold;">Create Pose Shape</span>’ for each vector:</p>
|
||||
<p><span style="font-family: Arial;"></span><img style="width: 500px; height: 487px;" alt="poseShape" src="images/poseShape.jpg"><span style="font-family: Arial;"><br>
|
||||
<br>
|
||||
You can now edit any of these objects. The objects are named: <span style="font-weight: bold;">Look_Up_sculpt</span>,<span style="font-weight: bold;"> Look_Down_sculpt</span>, <span style="font-weight: bold;">Look_Right_sculpt</span>, <span style="font-weight: bold;">Look_Left_sculpt</span>, <span style="font-weight: bold;">Tilt_Left_sculpt</span>, <span style="font-weight: bold;">Tilt_Right_sculpt</span><br>
|
||||
<br>
|
||||
If you click ‘<span style="font-weight: bold;">Add Pose Shape To Morpher</span>’, the tool will generate a relative shape with all of the skinning data culled from it, and apply it to the loaded head.</span></p>
|
||||
<p><span style="font-family: Arial;"></span><span style="font-family: Arial;"><span style="font-weight: normal;">The morphs are added to the Morpher in the following channels:</span><br>
|
||||
<span style="font-weight: bold;">1) Look_Up</span><br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">2) Look_Down</span><br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">3) Look_Right</span><br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">4) Look_Left</span><br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">5) Tilt_Left</span><br style="font-weight: bold;">
|
||||
<span style="font-weight: bold;">6) Tilt_Right</span><br>
|
||||
<br>
|
||||
You can work on a corrective shape, then click ‘<span style="font-weight: bold;">Add Pose Shape To Morpher</span>’ and it will apply your work over the associated channel so that you can test as you go. If you click ‘<span style="font-weight: bold;">Extract Relative Pose Shape</span>’,
|
||||
the tool will spit out a relative morph shape in the position of the
|
||||
original character head with your sculpt changes (minus all
|
||||
skinning-related transformations). That looks like so:</span></p>
|
||||
<p><span style="font-family: Arial;"></span><img style="width: 498px; height: 265px;" alt="relativePoseShape" src="images/relativePoseShape.png"><span style="font-family: Arial;"><br>
|
||||
<br>
|
||||
Above, some points on Look_Left_sculpt have been tweaked to give the
|
||||
neck the volume lost in the skinned rotation. The relative shape was
|
||||
extracted and we now see it on top of the Morrison head (pink, and
|
||||
looks like he has a goiter).</span></p>
|
||||
<p style="font-weight: bold;"><span style="font-family: Arial;">Facial Editor Setup:</span></p>
|
||||
<p><span style="font-family: Arial;"></span><img style="width: 646px; height: 387px;" alt="facialEditor" src="images/facialEditor_pose.png"><span style="font-family: Arial;"><br>
|
||||
<br>
|
||||
So you just set the targets up like so, ignore the naming here.</span></p>
|
||||
<h3 style="background-color: rgb(204, 204, 204);"><span style="font-family: Arial;"><span style="font-weight: bold;">Fleshy Eyes (Auto-Created)</span></span></h3>
|
||||
<p><span style="font-family: Arial;">This works much the same way as
|
||||
the tool above, but the eye directions drive a special eye rig. The
|
||||
look directions are already setup, the character just needs to be
|
||||
imported into this file, you can then refit the bones to his eyes and
|
||||
weight them.</span></p>
|
||||
<p><span style="font-family: Arial;">This rig is located in the following path:<br>
|
||||
<span style="font-weight: bold;">Tools\maxscript\ref\fleshy_eye_rig.max</span></span></p>
|
||||
<span style="font-weight: bold; font-family: Arial;"></span>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Baking Tools</h2>
|
||||
<span style="font-weight: bold; font-family: Arial;">Bake Deformation to Morphs<br>
|
||||
</span><span style="font-family: Arial;">This is a simple tool, you
|
||||
load an object that has a deformation applied over time. You then set
|
||||
the frames in which you want the deformation baked off to morphs, then
|
||||
the number of morphs you would like it baked to.</span><span style="font-weight: bold; font-family: Arial;"><br>
|
||||
</span><br>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Diagnostic Tools</h2>
|
||||
<span style="font-family: Arial;"></span><span style="font-weight: bold; font-family: Arial;">Morph Manager<br>
|
||||
</span><span style="font-family: Arial;">This is a better morph rollout that comes from the Max SDK/help docs</span><span style="font-weight: bold; font-family: Arial;"><br>
|
||||
<br>
|
||||
Generate Morph List<br>
|
||||
</span><span style="font-family: Arial;">This spits out a list of the morphs for a current object to a list in the Listener. If '<span style="font-weight: bold;">Include Channel Numbers</span>' is checked, channel numbers will also be printed.</span><span style="font-weight: bold; font-family: Arial;"><br>
|
||||
</span><span style="font-family: Arial;"></span><span style="font-family: Arial;"></span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,675 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: CryRiggingTools</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: CryRiggingTools </h1>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; margin-right: 1em; width: 204px; height: 1495px; float: left;" src="images/riggingTools.png" alt="CryRiggingTools Rollout">
|
||||
</p>
|
||||
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);">Internal Tools <small>(some deprecated)</small></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This tools rollout only shows up if the <span style="font-weight: bold;">DOMAIN</span> is set as <span style="font-weight: bold;">INTERN.CRYTEK.DE</span>
|
||||
(in the cryTools Control Panel you can see your DOMAIN). These tools
|
||||
are not secret in any way, they are just quick hacks to make it easier
|
||||
for artists, animators and TDs to fix issues more easily, and deal with
|
||||
certain project-specific rigs. </span><span style="font-family: Arial;">Even if you are not in the Crytek offices you can easily enable this code or learn from it, </span><span style="font-family: Arial;">or you can just check out how we patched different problems.<br>
|
||||
<br>
|
||||
<span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote:</span> Arrrr, these be untested waters with monsters abound! Wear a helmet.<br style="font-family: Arial;">
|
||||
</span>
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial; font-weight: bold;">Helper Joints</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This primarily deals with the Crysis
|
||||
NanoSuit helper joints, but also covers knees, breasts, and others.
|
||||
Hide/Show Helper Joints will hide and unhide the joints. Select Helper
|
||||
Joints will select them and Unselect Helper Joints will deselect them.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial; font-weight: bold;">File Fixes/Cleanup</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Mirror Weapon Bone</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This mirrors and correctly orients
|
||||
the right weapon bone to the left and renames the new one
|
||||
alt_weapon_bone01. At the start of Crysis characters only had one
|
||||
weapon bone (in the right hand), mid way through we decided that we
|
||||
would add another weapon bone in the left hand.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Select New Attachment Points</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">When pressed with nothing checked,
|
||||
this simply selects the new weapon attachment points. With delete\add
|
||||
checked, it either adds the new attachment points, or if they are
|
||||
present, deletes them. With hide\show checked it will hide them, or
|
||||
show them if they are hidden. After a year and a half of Crysis
|
||||
development, we decided to add many weapon attachment points to every
|
||||
human character in the game, that's why this tool was written, the
|
||||
attachment points added are:</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_hurricane</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_law</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_rifle01</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_rifle02</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_pistol_L_leg</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_pistol_R_leg</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_pistol_L_hip</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_pistol_R_hip</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_grenade_L_hip</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">weaponPos_grenade_R_hip</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote: </span>The weapon positions are loaded from the following max file: <span style="font-weight: bold;">Tools\maxscript\ref\weapon_positions.max</span></span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Wire FP Hands Twist Bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This wires up and procedurally drives
|
||||
twist bones on the Crysis first person arms. When we were pretty far
|
||||
into development we decided twist bones were needed for correct
|
||||
pronation/supination of the first person arms. The wiring allowed the
|
||||
current animation assets to drive the twist bones.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Comment out Nub Bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">We have many 'nub' bones in our rigs,
|
||||
these are old holdovers from the Physique era. A nub bone was used to
|
||||
create a physique link, the same way some rigs have 'end' bones. When
|
||||
you press this button, the tool will search your scene for the
|
||||
following named nodes and replace them thusly:</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 HeadNub - _Bip01 HeadNub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Finger0Nub - _Bip01 R Finger0Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Finger1Nub - _Bip01 R Finger1Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Finger2Nub - _Bip01 R Finger2Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Finger3Nub - _Bip01 R Finger3Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Finger4Nub - _Bip01 R Finger4Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Finger0Nub - _Bip01 L Finger0Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Finger1Nub - _Bip01 L Finger1Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Finger2Nub - _Bip01 L Finger2Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Finger3Nub - _Bip01 L Finger3Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Finger4Nub - _Bip01 L Finger4Nub</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 L Heel - _Bip01 L Heel</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01 R Heel - _Bip01 R Heel</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01LToeHelper - _Bip01LToeHelper</span><br style="font-family: Courier;">
|
||||
|
||||
|
||||
<span style="font-family: Courier;">Bip01RToeHelper - _Bip01RToeHelper</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Locomotion Manager</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Extract Data to LocoMan Node</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">When pressed, this steps through all
|
||||
the frames of the current biped animation and adds a spedcial 'locoMan'
|
||||
node that the engine uses to get data about the characters movement and
|
||||
look direction. The node itself looks like a circle around the hips of
|
||||
the character (or on the ground) with an arrow breaking through it. The
|
||||
following check boxes effect how the node is created:</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Lock to X/Y </span>- This will lock the node to the X or Y axis.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Ignore Root Rotation</span> - This will disable Use Head for Direction and Use Root for Direction, and the locoman node will not rotate at all.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Restrict to Ground Plane</span> - This will restrict the locoMan node to a Z height of 0, or stick it to the flat ground plane during the animation.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Use Head for Direction</span>
|
||||
- This will use the head of the character to point the locoMan node
|
||||
(you assume that the character is looking the direction you want him to
|
||||
be facing (useful for most instances the root would mess up (like
|
||||
prone))</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Use Root for Direction </span>- This will use the pelvis orientation to generate a locoMan node direction.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Freeze and Lock </span>- When checked this will freeze and lock the locator, if you want to refine it's motion by hand, do not leave this checked.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Remove Unwanted Bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">When you press this button it will
|
||||
either remove bones from the Skin modifier of the currently selected
|
||||
node, or delete them, depending on which checkbox is selected. The
|
||||
bones removed or deleted are any bones commented out of export ('_'
|
||||
prefix) and *nub bones.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Rigging Tools</span></h2>
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">General Tools</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">matchPivot</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Select two objects. When you press this button it will snap the pivot of the second object to that of the first.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">zeroOut Rots</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This is a bread and butter tool for
|
||||
TDs. When you press this, it inserts a point helper in the hierarchy
|
||||
between the currently selected node and it's parent effectively zeroing
|
||||
out the selected node's rotations. The new node created has the current
|
||||
node's name + 'ZERO', example: Bip01 R Hand Phys would have a helper
|
||||
inserted called Bip01 R Hand PhysZERO. This works for any number of
|
||||
selected objects.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Clamp Timeline at Current/Last</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This clamps the timeline at the
|
||||
current key, if you click 'At Last Key' it will clamp the timeline at
|
||||
the last keyframe of the currently selected object.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Biped Tools</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Figure Mode / Hide Biped [Toggles]</span><span style="font-family: Arial;"><br>
|
||||
|
||||
|
||||
These two checkbuttons are toggles, meaning that when you press 'Figure
|
||||
Mode' it stays hilighted for the duration that the characte is in
|
||||
figure mode. 'Hide Biped is one of the most used buttons in the entire
|
||||
Aniamtion toolset; it just hides the entire skeleton.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Bip Motion Menu</span><span style="font-family: Arial;"><br>
|
||||
|
||||
|
||||
This takes you to the motion menu tab for the current biped loaded in the tools.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Select Biped Bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Selects the original biped skeleton,
|
||||
and ignores any extra helper bones that have been added. Useful when
|
||||
you want to load up a pose or do some motion panel operation to all the
|
||||
original biped bones. (motion panel biped options will not load if a
|
||||
single non-original biped bone is in the current selection)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Toggle In Place Mode [Toggle]</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Clikcing the 'In place Mode' toggle
|
||||
will turn on In Place Mode, which constrains the motion on X and Y,
|
||||
however, pressing 'X or Y will constrain the motion to only the
|
||||
selected axis.<br>
|
||||
</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Convert Biped to Bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will essentially snapshot out the biped to normal nodes that are no longer Biped related, yet keeping the hierarchy.</span><br>
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Rotate Bind Pose</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will rotate <span style="font-weight: bold;">Skinned</span>
|
||||
characters an arbitrary rotation, updating the initial skeletal
|
||||
positions. It does this by saving the weights, removing skin, rotating
|
||||
the character and the skel, reset xforming the char, then reapplying
|
||||
skin and the weights.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Bone Tools</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Adjust Bones</span><span style="font-family: Arial;"><br>
|
||||
</span><span style="font-family: Arial;">This allows you to change the Taper, Width, and Height of any selected bones; great for bone chains, ropes, and tentacles!</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br>
|
||||
<span style="font-family: Arial; font-weight: bold;">Convert hierarchy to Bones</span><span style="font-family: Arial;"><br>
|
||||
</span><span style="font-family: Arial;">This will convert a node hierarchy to max bones matching their orientations, positions and hierarchy. '<span style="font-weight: bold;">fromSelected</span>' will generate a hierarchy from the selected node down through all it's children. '<span style="font-weight: bold;">fromRoot</span>' will find the root of the selected node and then convert all it's children to max bones.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Vertex Tools</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This is very much a work in progress.
|
||||
The exporter cannot currently export arbitrary channels of vertex
|
||||
colors, but when we can, you can use this to create multiple vertex
|
||||
color channels per object. ChannelInfo brings up the channel info
|
||||
spreadsheet so that you can see all the vertex channels. vertexColors
|
||||
is a toggle that enables/disables vertex color shaded mode. Add
|
||||
cryChannel to Selected will add a channel named 'cry' to the selected
|
||||
object, you can store various data here for export.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Physics Setup</span></h2>
|
||||
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Create Phys Skeleton</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will create a Phys skeleton from a currently selected skeleton. Just select one node in the skeleton, and press the button.<br>
|
||||
<br>
|
||||
</span><span style="font-family: Arial; font-weight: bold;">Create Parent Frame</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will generate a ParentFrame for
|
||||
the currently selected node, set it above the node in the hierarchy,
|
||||
name it appropriately, and hide it.<br>
|
||||
<br style="font-family: Arial;">
|
||||
</span>
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Diagnostic Tools</span></h2>
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">General Diagnostics</span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">selectRoot/selectChildren</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">With an object selected selectRoot
|
||||
will traverse the hierarchy and select the root of the object's
|
||||
hierarchy, whereas selectChildren will select all children of the
|
||||
current object.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">numChildren [print]</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">When pressed, this will echo out the
|
||||
number of children of a currently selected node. When 'print' is
|
||||
checked, it will export the names of all children nodes in an
|
||||
excel-friendly format. This is very useful for comparing and
|
||||
troubleshooting two character hierarchies.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Compare Two Hierarchies</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Select a root object, then press
|
||||
'Hierarchy1, then select another root who's hierarchy you would like to
|
||||
compare and press 'Hierarchy2', any differences in the hierarchies will
|
||||
be printed to the Listener. The hierarchies are stored as global vars,
|
||||
so you can click one hierarchy and even load another max file or
|
||||
character to compare. 'Check Consistency' will check the hierarchy
|
||||
structure and report any inconsistencies.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Physique Diagnostics <small>(removed, exist but commented)</small></span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold; color: rgb(255, 0, 0);">TechNote:</span> This requires the Iphysique (IPhysique.gup) maxscript exposure from the Autodesk Sparks website</span><span style="font-family: Arial; font-weight: bold;"><br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
Select Verts that use X bones</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This will select vertices in the selected node that use the input number of bones.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Get Bone Count</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This returns the number of bones that
|
||||
are effecting the selected object's mesh. Not to be confused with the
|
||||
number of bones a character has. With Character Studio, you need to
|
||||
have a lot of terminator bones that are often not exported, and have no
|
||||
weights. This returns all bones weighted to the mesh.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Initial Pose</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">This shows the initial pose stored by
|
||||
Physique at the time the physique modifier is applied. Very useful when
|
||||
troubleshooting exporter issues.</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">Select Verts with 0.0 weight</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Selects vertices where the sum of their weights is 0.0</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Animation Diganostics <small>(removed, exist but commented)</small></span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Sometimes you will need to output
|
||||
character position data or translation data. For instance, AI may want
|
||||
to know how far a character moves out from behind cover in an
|
||||
animation, or how high the root is when he is in prone or behind cover.
|
||||
When you press ?Get Weapon\Root Info? the POS and TRANS boxes will
|
||||
refresh with data. The POS values are the world Z position (how high)
|
||||
in cm of the main weapon bone weapon_bone and the root. The TRANS data
|
||||
is the world translation of the weapon_bone and root during the
|
||||
animation. You can log this data to a file or to the listener, the
|
||||
logged info is a bit more detailed. (alt weapon bones or arbitrary
|
||||
objects) Here is an example of the logged data:</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">combat_peekIdle_rifle_rightReverse_01</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">POSITION</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Frame: 0f (hiding)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">root 88.846977</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">weapon_bone 101.276</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">alt_weapon_bone01 101.601</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">Frame: 13f (firing)</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">root 88.846977</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">weapon_bone 105.406</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<span style="font-family: Arial;">alt_weapon_bone01 110.632</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
<h3 style="background-color: rgb(225, 225, 225);"><span style="font-family: Arial;">Attachment\Game Diagnostics <small>(deprecated, you should now use Character Editor for creating attachments)</small></span></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">allows us to align Bone Attachments
|
||||
in Max and export them to Character Editor (which can be extremely
|
||||
useful for eyes, and constantly changing aliens). Select an object to
|
||||
be added to the CDF, enter a name for it (this will be the name of the
|
||||
bone attachment in Character Editor). Press <span style="font-weight: bold;">'Generate CDF Attachment Data'</span> and it will open a dialogue asking <span style="font-weight: bold;">"Is this the bone the CDF is attached to?"</span>. If it is the bone the you want associated in the CDF, click<span style="font-weight: bold;"> 'Yes'</span>, if not, click <span style="font-weight: bold;">'No, Pick Bone'</span>, then click the correct bone in the Max viewport. Example:</span><br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="width: 306px; height: 75px;" alt="riggind dialog 1" src="images/rigging_dia01.png">
|
||||
</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
This will bring you to this next dialogue:
|
||||
</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<img style="width: 606px; height: 90px;" alt="rigging dialog 2" src="images/rigging_dia02.png">
|
||||
</p>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">f this is the name of the exported
|
||||
CDF file, then click 'Yes', if it is not, click ?No, let me choose.?
|
||||
And a file dialogue will open. Find the CDF and click ok. The script
|
||||
will now pop open a window with a generated line of XML that you can
|
||||
paste into your CDF file. Here is an example:<br>
|
||||
|
||||
|
||||
<br>
|
||||
<span style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<Attachment AName="Gun"
|
||||
Binding="J:\Game02\Game\Objects\Characters\Alien\Hunter\face_gun_geo.cdf"
|
||||
BoneName="face_connector" Position="-0.000635176,-2386.97,643.324"
|
||||
Rotation="-1,0,0,1.87841" Type="CA_BONE" /></span><br>
|
||||
|
||||
|
||||
<br>
|
||||
<span style="font-weight: bold; color: rgb(255, 0, 0);">
|
||||
|
||||
TechNote:</span> The bone associated with the CDF is taken from the parent
|
||||
bone (as it should be). The name and directory are taken from the
|
||||
geometry name and the max save path used by the exporter. Also, the
|
||||
quaternion values CharEdit needs are WXYZ. Also keep in mind that the
|
||||
CDF XML format may change, check to see what this exports vs the
|
||||
current CDF standards before checking assets with XML generated from
|
||||
this tool into a build.<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Smart Object Tools</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Template Generator\Exporter</span><br>
|
||||
|
||||
|
||||
Select the geometry that you will export as the Smart Object CGF, then click <span style="font-weight: bold;">Get Smart Obj Geometry</span>. The button text will now change to reflect the object's name, and <span style="font-weight: bold;">Add Start\Stop Locations</span> will not be enabled. When you click <span style="font-weight: bold;">Add Start\Stop Locations</span>,
|
||||
two circles will appear, one red and one green, these denote the start
|
||||
and stop locations. They are named sequentially following the format '<span style="font-weight: bold;">so_start#</span>' and '<span style="font-weight: bold;">so_end#</span>'. If '<span style="font-weight: bold;">Project on Ground</span>' is checked, in the Editor the two start/stop locations will be projected onto the ground.</span><br>
|
||||
<br>
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
<span style="font-weight: bold;">Exporting Smart Object Data</span><br>
|
||||
|
||||
|
||||
When you click <span style="font-weight: bold;">'Export Smart Object Data'</span>
|
||||
is pressed, a window will pop up asking you where you would like to
|
||||
save the XML file. The file will be named with the name of the Smart
|
||||
Object (printed in the save dialog). If Flip Around Z Axis is checked,
|
||||
the XML data exported will be rotated 180 degrees on export. This is
|
||||
done because all out animations are in -Y yet the engine requires
|
||||
things in +Y<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
</span><span style="font-family: Arial;"></span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Reactor Tools</span></h2>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Add Objs to Rigid Body </span>- Adds all selected objects to a picked rigid body node<br>
|
||||
|
||||
|
||||
<span style="font-weight: bold;">Add Objs to Fracture </span>- Adds all selected objects to a picked fracture node<br>
|
||||
|
||||
|
||||
<br>
|
||||
</span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Bake to Bones</span></h2>
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">Bake Deformation to Bones</span><br>
|
||||
If you select verts in a deforming mesh, this will step through the
|
||||
timeline and add small bones to every vert and animate them throughout
|
||||
the timeline.<br>
|
||||
<br>
|
||||
</span><span style="font-family: Arial;"><span style="font-weight: bold;">Blend All Bones</span><br>
|
||||
This will step through all bones in the <span style="font-weight: bold;">Skin</span> modifier and do the '<span style="font-weight: bold;">blend</span>' function. This is used for smothing out baked deformation, such as a flag or cloth.</span><br>
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
</span><span style="font-family: Arial;"></span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,242 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: MorphTools: Generating Head LODs with Morph Targets</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: MorphTools: Generating Head LODs with Morph Targets</h1>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">In this tutorial I will show you how to transfer your morphs
|
||||
from LOD0 to LOD1, LOD2 etc.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Here is my max scene the red head is LOD1 and the black one
|
||||
LOD0. The orange heads are the morphtargets for LOD0.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600"
|
||||
o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f"
|
||||
stroked="f">
|
||||
<v:stroke joinstyle="miter"/>
|
||||
<v:formulas>
|
||||
<v:f eqn="if lineDrawn pixelLineWidth 0"/>
|
||||
<v:f eqn="sum @0 1 0"/>
|
||||
<v:f eqn="sum 0 0 @1"/>
|
||||
<v:f eqn="prod @2 1 2"/>
|
||||
<v:f eqn="prod @3 21600 pixelWidth"/>
|
||||
<v:f eqn="prod @3 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @0 0 1"/>
|
||||
<v:f eqn="prod @6 1 2"/>
|
||||
<v:f eqn="prod @7 21600 pixelWidth"/>
|
||||
<v:f eqn="sum @8 21600 0"/>
|
||||
<v:f eqn="prod @7 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @10 21600 0"/>
|
||||
</v:formulas>
|
||||
<v:path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"/>
|
||||
<o:lock v:ext="edit" aspectratio="t"/>
|
||||
</v:shapetype><v:shape id="_x0000_i1025" type="#_x0000_t75" style='width:596.25pt;
|
||||
height:369.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image001.jpg"
|
||||
o:title="2"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 795px; height: 493px;" alt="1" src="images/lod_morph/image001.jpg" v:shapes="_x0000_i1025"><!--[endif]--></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">First step, create your LODs</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75"
|
||||
style='width:466.5pt;height:324pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image002.jpg"
|
||||
o:title="3"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 622px; height: 432px;" alt="2" src="images/lod_morph/image002.jpg" v:shapes="_x0000_i1026"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">For LOD creation you must do all your changes with an
|
||||
editable poly modifier.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">It is also good, if you are put a morpher under your
|
||||
editable poly modifier to test your LOD directly with your morphtargets. </p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">You are also able to fix UVs by adding a unwrap modifier to
|
||||
your LOD.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Your setup for LOD 1 should look like this:</p>
|
||||
|
||||
|
||||
<table class="MsoNormalTable" style="border: medium none ; margin-left: 12.8pt; border-collapse: collapse; font-family: Arial;" border="1" cellpadding="0" cellspacing="0">
|
||||
|
||||
<tbody>
|
||||
<tr style="height: 12pt;">
|
||||
|
||||
<td style="border: 1pt solid windowtext; padding: 0in 5.4pt; width: 139.8pt; height: 12pt;" valign="top" width="186">
|
||||
|
||||
<p class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_s1026" type="#_x0000_t75"
|
||||
style='position:absolute;margin-left:-4.2pt;margin-top:-.8pt;width:129pt;
|
||||
height:53.25pt;z-index:1;mso-position-vertical-relative:line'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image003.jpg"
|
||||
o:title="2"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><span style="position: relative; z-index: 1;"><span style="position: absolute; left: -6px; top: -1px; width: 172px; height: 71px;"><img style="width: 172px; height: 71px;" alt="3" src="images/lod_morph/image003.jpg" v:shapes="_x0000_s1026"></span></span><!--[endif]--><span style=""><o:p></o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
<td style="border-style: solid solid solid none; border-color: windowtext windowtext windowtext -moz-use-text-color; border-width: 1pt 1pt 1pt medium; padding: 0in 5.4pt; width: 564pt; height: 12pt;" valign="top" width="752">
|
||||
|
||||
<p class="MsoNormal"><span style="">Unwrap UVw: for fixing UVs
|
||||
on LOD1<o:p></o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
</tr>
|
||||
|
||||
<tr style="height: 12pt;">
|
||||
|
||||
<td style="border-style: none solid solid; border-color: -moz-use-text-color windowtext windowtext; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 139.8pt; height: 12pt;" valign="top" width="186">
|
||||
|
||||
<p class="MsoNormal"><span style=""><o:p> </o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
<td style="border-style: none solid solid none; border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 564pt; height: 12pt;" valign="top" width="752">
|
||||
|
||||
<p class="MsoNormal"><span style="">Edit Poly: LOD1<o:p></o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
</tr>
|
||||
|
||||
<tr style="height: 12pt;">
|
||||
|
||||
<td style="border-style: none solid solid; border-color: -moz-use-text-color windowtext windowtext; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 139.8pt; height: 12pt;" valign="top" width="186">
|
||||
|
||||
<p class="MsoNormal"><span style=""><o:p> </o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
<td style="border-style: none solid solid none; border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 564pt; height: 12pt;" valign="top" width="752">
|
||||
|
||||
<p class="MsoNormal"><span style="">Morpher: Morph modifier to
|
||||
test how your morphs are working with your LOD1- contains all the LOD0 morphs<o:p></o:p></span></p>
|
||||
|
||||
</td>
|
||||
|
||||
</tr>
|
||||
|
||||
<tr style="height: 12pt;">
|
||||
|
||||
<td style="border-style: none solid solid; border-color: -moz-use-text-color windowtext windowtext; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 139.8pt; height: 12pt;" valign="top" width="186">
|
||||
|
||||
<p class="MsoNormal"><o:p> </o:p></p>
|
||||
|
||||
</td>
|
||||
|
||||
<td style="border-style: none solid solid none; border-color: -moz-use-text-color windowtext windowtext -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 564pt; height: 12pt;" valign="top" width="752">
|
||||
|
||||
<p class="MsoNormal">Editable Poly: LOD0</p>
|
||||
|
||||
</td>
|
||||
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Note: When you are working on the edit poly modifier check
|
||||
your mesh for unwanted gaps.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">If your LOD1 is done open the cryMorphTools and go to the
|
||||
“Facial Tools”.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Select your LOD1 and click “Load Morphs From Selected”. </p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">The tool will load all morphs which are added to the morph
|
||||
modifier and display you how many morphs are stored.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">When you type in a layer name, all generated morphs will be
|
||||
moved into this layer. In my example I use Morphs_LOD1. </p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Normally your generated meshes are moved next to your source
|
||||
object. To keep your maxscene tidy you can add dummies to your scene. Name the
|
||||
dummies, Dummy_+the name of the morph. At example: “Dummy_Lip_funneler”.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Now activate “Organize” and generated Morphs will be
|
||||
automatically aligned to the dummies.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">After this press Bake Morphs.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75"
|
||||
style='width:153pt;height:236.25pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image004.jpg"
|
||||
o:title="6"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 204px; height: 315px;" alt="4" src="images/lod_morph/image004.jpg" v:shapes="_x0000_i1027"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Here you can see the result. On the left the original LOD0
|
||||
morph and on the right the baked LOD1.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75"
|
||||
style='width:508.5pt;height:393pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image005.jpg"
|
||||
o:title="5"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 875px; height: 675px;" alt="5" src="images/lod_morph/image005.jpg" v:shapes="_x0000_i1028"><!--[endif]--></p>
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,214 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: MorphTools: Mirror Morphs</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: MorphTools: Mirroring Morph Targets</h1>
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">Mirroring Morphs: Background and Explanation </h2>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><b style=""><o:p></o:p></b>To save time you should mirror your morphs. But this is not
|
||||
that easy like it sounds, because you are not able to use the tools which 3D
|
||||
Studio Max provides. The problem of the 3Ds Max tools, like the Symmetry
|
||||
modifier is that they don’t keep your vertex index, which is necessary for
|
||||
morphtargets. Here is an example:</p>
|
||||
<p style="font-family: Arial;" class="MsoNormal">I selected a vertex which has the vertex ID 442</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Now I add a symmetry modifier to mirror my model and an
|
||||
editable poly modifier to select the vertex again.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">As you can see, the vertex ID changed to 1432.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600"
|
||||
o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f"
|
||||
stroked="f">
|
||||
<v:stroke joinstyle="miter"/>
|
||||
<v:formulas>
|
||||
<v:f eqn="if lineDrawn pixelLineWidth 0"/>
|
||||
<v:f eqn="sum @0 1 0"/>
|
||||
<v:f eqn="sum 0 0 @1"/>
|
||||
<v:f eqn="prod @2 1 2"/>
|
||||
<v:f eqn="prod @3 21600 pixelWidth"/>
|
||||
<v:f eqn="prod @3 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @0 0 1"/>
|
||||
<v:f eqn="prod @6 1 2"/>
|
||||
<v:f eqn="prod @7 21600 pixelWidth"/>
|
||||
<v:f eqn="sum @8 21600 0"/>
|
||||
<v:f eqn="prod @7 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @10 21600 0"/>
|
||||
</v:formulas>
|
||||
<v:path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"/>
|
||||
<o:lock v:ext="edit" aspectratio="t"/>
|
||||
</v:shapetype><v:shape id="_x0000_i1025" type="#_x0000_t75" style='width:418.5pt;
|
||||
height:423.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image001.jpg"
|
||||
o:title="vertexB"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 558px; height: 565px;" alt="1" src="images/morph_tut/image001.jpg" v:shapes="_x0000_i1025"><!--[endif]--><o:p><br>
|
||||
<br>
|
||||
</o:p></p>
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: Mirror Deformation: Setup</h2>
|
||||
<p style="font-family: Arial;" class="MsoNormal">To mirror morph targets we created our own tool, which keep
|
||||
the vertex index. Open <span style="font-weight: bold;">CryTools > Cry MorphManager</span> and open <span style="font-weight: bold;">Mirror
|
||||
Deformation</span>.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75"
|
||||
style='width:153pt;height:279.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image002.jpg"
|
||||
o:title="tool"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 204px; height: 373px;" alt="2" src="images/morph_tut/image002.jpg" v:shapes="_x0000_i1026"><!--[endif]--><br>
|
||||
<br>
|
||||
Here is a little example scene. </p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">On the left side you see a completely symmetrical mesh. On
|
||||
the right is an asymmetrical mesh. Now we want to mirror the right side of the
|
||||
morph(the blue mesh) to the left.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75"
|
||||
style='width:565.5pt;height:341.25pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image003.jpg"
|
||||
o:title="6"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 754px; height: 455px;" alt="3" src="images/morph_tut/image003.jpg" v:shapes="_x0000_i1027"><!--[endif]--></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">First you have to set your source object. Simply select your
|
||||
main mesh with the neutral facial expression and press the “Select Source
|
||||
Object” button. After you did that, the name of the chosen object will be
|
||||
displayed on the button.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75"
|
||||
style='width:575.25pt;height:326.25pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image004.jpg"
|
||||
o:title="5"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 767px; height: 435px;" alt="4" src="images/morph_tut/image004.jpg" v:shapes="_x0000_i1028"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Now you have to save the vertices which shall be influenced
|
||||
by the mirror function. For this select the vertices from one side of the
|
||||
model, without the vertices in the center of your head and press “Save” to save
|
||||
your selection.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">After you saved the selection as a file you have to load the
|
||||
file into max. Press the load button and chose the file which you recently
|
||||
saved.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1029" type="#_x0000_t75"
|
||||
style='width:561.75pt;height:315pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image005.jpg"
|
||||
o:title="8"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 749px; height: 420px;" alt="5" src="images/morph_tut/image005.jpg" v:shapes="_x0000_i1029"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Next time when you open your maxfile you only have to set
|
||||
your source object and load the saved selection.</p>
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: Mirror Deformation: Usage</h2>
|
||||
<p style="font-family: Arial;" class="MsoNormal">You will notice, that you are now able to use the
|
||||
<span style="font-weight: bold;">right----->left</span> /<span style="font-weight: bold;"> left----->right </span>buttons.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1030" type="#_x0000_t75"
|
||||
style='width:149.25pt;height:178.5pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image006.jpg"
|
||||
o:title="t4"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 199px; height: 238px;" alt="6" src="images/morph_tut/image006.jpg" v:shapes="_x0000_i1030"><!--[endif]--><o:p><br>
|
||||
</o:p>If want to mirror you object, select “<span style="font-weight: bold;">Same Obj</span>”. To mirror
|
||||
the right side to the left side press <!--[if gte vml 1]><v:shape id="_x0000_i1031"
|
||||
type="#_x0000_t75" style='width:79.5pt;height:15.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image007.jpg"
|
||||
o:title="9"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 106px; height: 21px;" alt="7" src="images/morph_tut/image007.jpg" v:shapes="_x0000_i1031"><!--[endif]--></p>
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1032" type="#_x0000_t75"
|
||||
style='width:958.5pt;height:618pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image008.jpg"
|
||||
o:title="t5"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 1278px; height: 824px;" alt="8" src="images/morph_tut/image008.jpg" v:shapes="_x0000_i1032"><!--[endif]--></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">To flip you object you have the select “New Obj” instead of
|
||||
“Same Obj”</p>
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,84 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: AnimTools: Model Set-Up</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: AnimTools: Model Set-Up</h1>
|
||||
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"> How to set up models in the main dialogs Misc rollout </h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
<strong>This tutorial describes how to set up models and how to maintain them.</strong>
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
In this example I choosed a simple charachter.
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 1. Open the dialog and hit <strong>Load Model</strong>: <br>
|
||||
<br>
|
||||
|
||||
<img alt="1" src="images/atools/dialogMiscModel1.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 127px;"><br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 2. Select <strong>Edit Entries</strong>: <br>
|
||||
<br>
|
||||
|
||||
<img alt="2" src="images/atools/dialogMiscModel2.jpg" style="border: 0px solid ; margin-right: 2em; width: 177px; height: 104px;"><br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 3. A dialog should pop up. In the list, double click in an empty line to add a model:<br>
|
||||
<br>
|
||||
|
||||
<img alt="3" src="images/atools/dialogMiscModel3.jpg" style="border: 0px solid ; margin-right: 2em; width: 442px; height: 219px;"><br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 4. In the next window you must select the model you want to add:<br>
|
||||
<br>
|
||||
|
||||
<img alt="4" src="images/atools/dialogMiscModel4.jpg" style="border: 0px solid ; margin-right: 2em; width: 420px; height: 265px;"><br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 5. Now the model should be in the list. To maintain them, double click
|
||||
on the line with the model or click once to rename the entry name:<br>
|
||||
<br>
|
||||
|
||||
<img alt="5" src="images/atools/dialogMiscModel5.jpg" style="border: 0px solid ; margin-right: 2em; width: 443px; height: 219px;"><br>
|
||||
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 6. When the list is saved, the new entry is available when clicking again on <strong>Load Model</strong>:<br>
|
||||
<br>
|
||||
|
||||
<img alt="6" src="images/atools/dialogMiscModel6.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 104px;"></p>
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,680 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
<title>cryTools: TD Tools</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: TD Tools </h1>
|
||||
|
||||
<span style="font-family: Arial;"></span>
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">External Apps</span></h2>
|
||||
|
||||
<span style="font-family: Arial;">There are some exe's in the root directory (/maxscript)</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">scmd.exe </span>-
|
||||
this is an app that will silently execute a dos command, this is no
|
||||
longer used, as the the latest exporter plugin now has this
|
||||
functionality. In the example below I sync a directory via perforce: </span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">scmd ("p4 sync \"" + BuildPathFull_crytools + "Tools\\...\"") true</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">md5.exe</span> - this is a freeware md5 hash generator, it is called from the crytools md5 function. </span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Global Struct</span></h2>
|
||||
|
||||
<span style="font-family: Arial;">These globally available variables
|
||||
can be accessed through the crytools struct. Because they are members
|
||||
of the struct, you must access them through it, for instance: <span style="font-weight: bold;">crytools.BuildPathFull</span></span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">_fnStore, _fnStoreIndex, _varStore, _varStoreIndex, </span>-
|
||||
These are global storage arrays that allow variables and functions to
|
||||
be stored and passed via the storeFn, retrieveFn, storeVar, retrieveVar
|
||||
functions. These are never directly accessed.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">localBuildNumber </span>- returns the number of the local build. (The build that the current crytools /maxscript dir is loaded from)</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.localBuildNumber</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"5571"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">BuildPathFull </span>- returns string of the artists build path to the bin32 directory</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.BuildPathFull</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"J:\Game02\bin32\"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">maxDirTxt </span>- returns string of the max root dir.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.MaxDirTxt</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"C:\3dsmax7\"</span><br style="font-family: Courier;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">editorPath </span>- path string to the Editor</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">crytools.editorPath</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"J:\Game02\bin32\Editor.exe"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">cryINI </span>- path string to the CryTools INI file</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">crytools.cryINI</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier;">"C:\Program Files\Autodesk\3ds Max 2008\plugins\CryExport.ini"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">maxVersionNum </span>- returns the version number of 3D Studio Max that the script is being run on</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.maxVersionNum</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier;">"8"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">project_name </span>- returns the name of the project the artist resides on, taken from the build path.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.project_name</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"Game02"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">latest_build </span>-
|
||||
returns the name of the latest build on S:\, this global variable is
|
||||
set from within UpdateTools.ms, which refreshes the 'latest_builds.txt'
|
||||
stored in cry_temp. This is set to "NET_ERROR" if the location cannot
|
||||
be found on the network.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.latest_build</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"Game02(2670)_03_27_FastBuild"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">latestBuildNumber </span>-
|
||||
returns the number of the latest build available on S:\, this global
|
||||
variable is set from within 'UpdateTools.ms', which refreshes the
|
||||
'latest_builds.txt' stored in cry_temp.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.latestBuildNumber</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"2670"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">cryExportPresent </span>- set to true or false based on whether or not the exporter plugin is loaded.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.cryExportPresent</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">true</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">cbaPath </span>- returns string of the CBA path.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.cbaPath</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"J:\Game02\Game\Animations\Animations.cba"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">rollback_status </span>-
|
||||
returns whether or not the exporter is currently rolled back to a
|
||||
previous version. This is currently stored in rollback_status.ini in
|
||||
the cryTemp folder.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.rollback_status</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"false"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">DOMAIN</span>
|
||||
- returns the network domain of the network the computer is plugged
|
||||
into. This is set via GetDNS() once and written to the first line of
|
||||
cryTools.ini and then read in from there every time at load after. This
|
||||
var is set by AddCryTools.ms</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">print crytools.DOMAIN</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"INTERN.CRYTEK.DE"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Functions</span></h2>
|
||||
|
||||
<span style="font-family: Arial;">These functions are added on load within AddCryTools.ms, and made available through the crytools struct.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">scmd <command> wait </span>- Silently
|
||||
runs a dos command using the cryengine export plugin
|
||||
(csexport.export.execute_command_line).</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">crytools.scmd ("mkdir \"" + crytools.maxDirTxt + "cry_temp\\bad\\\"") true</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">OK</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">md5 <filename_string> </span>- Returns
|
||||
string MD5 hash for file queried, you must feed it a valid file. This
|
||||
function uses an open source, public domain MD5 executable stored in
|
||||
the /maxscript folder.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier;">crytools.md5 "C:\\WINDOWS\\explorer.exe"</span><br style="font-family: Courier;">
|
||||
|
||||
<span style="font-family: Courier; color: rgb(51, 51, 255);">"A0732187050030AE399B241436565E64"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">storeFn <function>
|
||||
<overwrite> </span>- This stores a function in the global crytools
|
||||
struct where it can be used by any other script. Overwrite will
|
||||
overwrite any existing fn with the same name. You use retrieveFn to
|
||||
retrieve the var you have stored. Here is an example below from the
|
||||
MorphTools script: </span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">cryTools.storeFn collapseVerts true <span style="color: rgb(0, 153, 0);">--collapseVerts fn now stored in crytools._fnStore</span></span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools._fnstore</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">#(collapseVerts())</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.retrieveFn "collapseVerts()")()<span style="color: rgb(51, 204, 0);"> <span style="color: rgb(0, 153, 0);">--now we grab the fn and use it</span></span></span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">OK</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">storeVar <var> <alias>
|
||||
<overwrite> </span>- This stores a variable in the global crytools
|
||||
struct where it can be used by any other script. The 'var' is the item
|
||||
you are storing, and the 'alias' is the associated name. Overwrite will
|
||||
overwrite a stored var with the same alias. You use retrieveVar to
|
||||
retrieve the var you have stored. Here is an example below from the
|
||||
MorphTools script:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">cryTools.storeVar $ "obj1" true <span style="color: rgb(0, 153, 0);">--selected object now stored in crytools._varStore</span></span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools._varstore</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">#($Box:Box01 @ [-101.424500,-0.000001,25.641026])</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.retrieveVar "obj1" <span style="color: rgb(0, 153, 0);">--now we grab the var</span></span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">$Box:Box01 @ [-101.424500,-0.000001,25.641026]</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">alienBrain
|
||||
<command_argument_string> - </span>This executes AlienBrain command
|
||||
arugments from within Studio Max. It is set to execute the command via
|
||||
a JDK bridge/DOS command. This does not load ALienBrain.exe (or the
|
||||
long load screen associated with it) and executes the commands
|
||||
instantly and transparently in the background.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.alienBrain "getlatest"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">or something more complex like:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.alienBrain ("ab getlatest
|
||||
Bin32\Tools\maxscript -s Server3 -d " + project_name + " -u login -p
|
||||
passwd -forcefileupdate -overwritewritable skip")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">existFile <filename_string> </span>- Returns true/false whether file exists or not</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">crytools.existFile "C:\\WINDOWS\\explorer.exe"</span><br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">true</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">existDir <filename_string></span> - Returns true/false whether directory exists or not</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.existDir "C:\\WINDOWS"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">true</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">or something more complex like:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">if (crytools.existDir (maxDirTxt + "cry_temp")) == true then (print "cry_temp exists")</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">"cry_temp exists"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">getDNS()</span> - Returns the Domain Name
|
||||
Server of the local network. This uses a dos command to dump and read
|
||||
ipconfig info from a temp file that is then deleted; so it pops up a
|
||||
black cmd window for a milisecond when called. CryTools calls this
|
||||
once, and saves that info in cryTools.ini located in the cryTemp
|
||||
directory in the max root dir.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.getDNS()</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"INTERN.CRYTEK.DE"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">MirrorObjs <Obj1> <Obj2>
|
||||
<MObj> <MAxis> <OAxis></span> - Function for mirroring joint
|
||||
orientations over an arbitrary axis. The below example is from
|
||||
CryAnimationTools.ms, you can look there to see it in use.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.MirrorObjs right_arm[i] left_arm[i] $root #x #x</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">matchPivot <Obj1> <Obj2> </span>- Aligns the pivot of an object to that of another</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">crytools.matchPivot $obj1 $obj2</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">findRoot <Obj> </span>- Returns the root of the hierarchy the object is a member of</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.findroot $'Bip01 L Forearm'</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">$Editable_Mesh:Bip01 @ [0.000000,0.000038,90.368042]</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">getChildren <Obj></span> - Returns the root of the hierarchy the object is a member of</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;">print (crytools.getchildren $'Bip01 L Thigh')</span><br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$PolyMesh:Bip01 L Calf @ [12.594235,-1.113732,49.932632]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$PolyMesh:Bip01 L Foot @ [16.074495,4.691678,9.804122]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Editable_Mesh:Bip01 L Toe0 @ [17.749069,-7.237181,0.444188]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Dummy:_Bip01LToeHelper @ [19.030598,-16.366177,0.444188]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Bone:Bip01 L Toe0Nub @ [19.145245,-17.182899,0.149435]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Bone:Bip01 L Heel @ [16.074499,4.691682,-0.687943]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Editable_Mesh:Bip01 L knee @ [12.464909,-0.477371,47.556950]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Dummy:Bip01 L knee_end @ [13.773256,-8.799936,43.612862]</span><br style="font-family: Arial; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Arial; color: rgb(51, 51, 255);">$Editable_Mesh:weaponPos_pistol_L_leg @ [23.779840,-4.798794,68.739929]</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">getBips </span>- Returns the Bipeds in the current scene</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">for obj in crytools.getBips() do print obj.name</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">"Bip01"</span><br style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">"Bip02"</span><br style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">"Bip03"</span><br style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="color: rgb(51, 51, 255); font-family: Courier New,Courier,monospace;">"Bip04"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">getBindPoseVertexTarget <targetNode> <sourceNode> <vertexID></span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial; font-weight: bold;">CreateBindPoseMorph
|
||||
<targetNode> <sourceNode> <deleteYN>
|
||||
<addMorphYN> <channelNum> <extractedNode></span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">inFromUDP <targetNode> </span>- This function reads the User Defined Properties for an object into an array</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.inFromUDP $</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">#("mass = 110", "capsule")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">outToUDP <targetNode>
|
||||
<string_array> <echo></span> - This function reads/writes to the
|
||||
User Defined Properties buffer for an object</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.outToUDP #("I have needed this","for quite some time") $ true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"I have needed this</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">for quite some time</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">getUserPropBuffer $</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"I have needed this</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">for quite some time</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.inFromUDP $</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">#("I have needed this", "for quite some time")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">local2unc <string> </span>- This will convert a local drive letter to a UNC path</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.local2unc "p"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"\\192.168.0.9\public"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.local2unc "k"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"\\server2\Artists"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">forceLowerCase <string> </span>- This will convert a string to lowercase</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.forceLowerCase "MaSs = 19.9"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"mass = 19.9"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">inFromINI <path> echo </span>- This
|
||||
will read in a text file line by line and return an array where array
|
||||
element number corresponds to the line number.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.infromINI (crytools.maxDirTxt + "\\plugins\\CryExport.ini") true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"[Sandbox]"</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"path = J:\Game02\Bin32\Editor.exe"</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"animlistpath = J:\Game02\Game\Animations\Animations.cba"</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">#("[Sandbox]", "path = J:\Game02\Bin32\Editor.exe", "animlistpath = J:\Game02\Game\Animations\Animations.cba")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">outToINI <data> <path>
|
||||
echo </span>- This will export an array to a text file line by line where
|
||||
array element number corresponds to the line number.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.outtoini test (crytools.maxDirTxt + "\\plugins\\CryExport.ini") true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"[Sandbox]"</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"path = J:\Game02\Bin32\Editor.exe"</span><br style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"animlistpath = J:\Game02\Game\Animations\Animations.cba"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">plusR <path> </span>- this will check if the file exists and make it read-only</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.plusR (crytools.maxDirTxt + "\\plugins\\CryExport.ini")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">minusR <path> </span>- this will check if the file exists and make it writable</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.minusR (crytools.maxDirTxt + "\\plugins\\CryExport.ini")</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial; font-weight: bold;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">objTrajectoryToSpline <obj></span> - this will create a spline showing the trajectory of all selected objects</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">cutString <string input> <string to cut> </span>- this removes the 'string to cut' from the 'string input'.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.cutString "Crysis is a beautiful, meticulously designed game" ", meticulously designed"</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">"Crysis is a beautiful game"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">vertDistance <pos> <pos> </span>- this will output the distance between two positions in space</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.vertDistance $Box01.pos $Box02.pos</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace; color: rgb(51, 51, 255);">169.997</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">copyPasteController <parentObj>
|
||||
<selOrChild> <copyWhat></span> - this will copy and paste a
|
||||
controller, here is an example from CryRiggingTools:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">crytools.copyPasteController mObj "children" "rp"</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">sliderMan</span> -<span style="font-weight: bold;"> </span>this is a fn that works
|
||||
on a selection callback, when you select a slider manipulator, it
|
||||
always goes into manipulate mode so that it can be used.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Items Stored In cry_temp\</span></h2>
|
||||
|
||||
<span style="font-family: Arial;">A folder named '<span style="font-weight: bold;">cry_temp</span>' is created by <span style="font-weight: bold;">AddCryTools.ms</span>, CryTools store many things in this folder, like the following examples:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">crytools.ini </span>- This stores
|
||||
suer-specific options, such as window layout and control panel
|
||||
settings. I will work to fold some of the other droppings below into
|
||||
this single INI file. Here are some of the things stored within:</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">DOMAIN:INTERN.CRYTEK.DE</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">WARNMATS:true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">REPARENT:true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">SUPPRESS:false</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">NO_UNPARENT_WEAPON:false</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">RIGGING_POS:1396:78</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">ANIMATION_POS:1192:78</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">MORPH_POS:2072:70</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">ARTIST_POS:698:457</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">SPLASH:true</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">UPDATE_COLLECTIONS:false</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">SYNC_COLLECTIONS:false</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">LOADOLDANIMTOOLS:false</span><br style="font-family: Courier New,Courier,monospace;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">GENERATEMENU:true</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">latest_builds.txt </span>- When UpdateTools.ms is run, it dumps the latest builds from S:\_Builds\ into this txt file.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">paths.txt </span>- When CryTools were
|
||||
installed, the InstallCryTools.vbs created this txt file, it stores the
|
||||
install path of StudioMax and Photoshop. The first line is always
|
||||
StudioMax and the second Photoshop.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Courier New,Courier,monospace;">C:\3dsmax7C:\graphics\Adobe Photoshop CS2\Plug-Ins\</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">rollback_status.ini </span>- A value of
|
||||
true/false is stored in this file. When an artist has rolled back their
|
||||
exporter, the file is set to 'true', when 'Get Latest Tools From
|
||||
AlienBrain/Latest Build' is pressed in UpdateTools, rollback status is
|
||||
set to 'false' because the latest exporter is installed.</span><br style="font-family: Arial;">
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><span style="font-weight: bold;">CryExport7.dlu, Morpher.dlm,
|
||||
MorpherMXS.dlx</span> - When new copies of these are installed, the prior
|
||||
versions are saved here, where they can be rolled back to on demand.
|
||||
Currently, the rollback function only exists for CryExport7.dlu. </span><br style="font-family: Arial;">
|
||||
|
||||
<span style="font-family: Arial;"><br>
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,290 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: MorphTools: Transfer Morphs Between Characters</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: MorphTools: Transferring Morphs Between Characters</h1>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">To save time we created a way to bake morphtargets from one
|
||||
character to another character. This tutorial will show you how you we do this.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><o:p> </o:p>We use for all our head the same topology with the same
|
||||
vertex index. This allows us to transfer morph targets from one head to another
|
||||
head.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><o:p></o:p>Here you can see an example for this.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600"
|
||||
o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f"
|
||||
stroked="f">
|
||||
<v:stroke joinstyle="miter"/>
|
||||
<v:formulas>
|
||||
<v:f eqn="if lineDrawn pixelLineWidth 0"/>
|
||||
<v:f eqn="sum @0 1 0"/>
|
||||
<v:f eqn="sum 0 0 @1"/>
|
||||
<v:f eqn="prod @2 1 2"/>
|
||||
<v:f eqn="prod @3 21600 pixelWidth"/>
|
||||
<v:f eqn="prod @3 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @0 0 1"/>
|
||||
<v:f eqn="prod @6 1 2"/>
|
||||
<v:f eqn="prod @7 21600 pixelWidth"/>
|
||||
<v:f eqn="sum @8 21600 0"/>
|
||||
<v:f eqn="prod @7 21600 pixelHeight"/>
|
||||
<v:f eqn="sum @10 21600 0"/>
|
||||
</v:formulas>
|
||||
<v:path o:extrusionok="f" gradientshapeok="t" o:connecttype="rect"/>
|
||||
<o:lock v:ext="edit" aspectratio="t"/>
|
||||
</v:shapetype><v:shape id="_x0000_i1025" type="#_x0000_t75" style='width:404.25pt;
|
||||
height:282pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image001.jpg"
|
||||
o:title="1"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 539px; height: 376px;" alt="1" src="images/transfer_tut/image002.jpg" v:shapes="_x0000_i1025"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Let’s bake the existing morphs from the left guy to the
|
||||
Asian.<br>
|
||||
<o:p><br>
|
||||
</o:p>To do this we open the scene of the head with the existing
|
||||
morphtargets.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">The black head on the upper left corner is our basehead
|
||||
without morphs. The blue morphs are symmetrical morphs. The red ones are
|
||||
asymmetrical morphs.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">The green squares are helpers which I will describe later.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75"
|
||||
style='width:626.25pt;height:404.25pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image003.jpg"
|
||||
o:title="2"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 835px; height: 539px;" alt="2" src="images/transfer_tut/image004.jpg" v:shapes="_x0000_i1026"><!--[endif]--><o:p><br>
|
||||
<br>
|
||||
</o:p>Now we apply a morph modifier to the head with the neutral
|
||||
expression and add all morphs which shall be baked to the Asian head.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">In this case I add all symmetrical and asymmetrical morphs
|
||||
to it.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75"
|
||||
style='width:456pt;height:420.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image005.jpg"
|
||||
o:title="3"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 868px; height: 801px;" alt="3" src="images/transfer_tut/image005.jpg" v:shapes="_x0000_i1027"><!--[endif]--><br>
|
||||
<o:p><br>
|
||||
</o:p>Delete all Morphtargets of the afro American and merge the
|
||||
Asian head into your scene.<o:p> </o:p></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75"
|
||||
style='width:736.5pt;height:468.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image007.jpg"
|
||||
o:title="4"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 982px; height: 625px;" alt="4" src="images/transfer_tut/image008.jpg" v:shapes="_x0000_i1028"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1029" type="#_x0000_t75"
|
||||
style='width:396pt;height:299.25pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image009.jpg"
|
||||
o:title="d1"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 528px; height: 399px;" alt="5" src="images/transfer_tut/image009.jpg" v:shapes="_x0000_i1029"><!--[endif]--><span style=""> </span><br>
|
||||
<o:p><br>
|
||||
</o:p>Normally the UVs of the characters are not matching,
|
||||
therefore we need to use an inbetween step.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<ol style="margin-top: 0in; font-family: Arial;" start="1" type="1">
|
||||
<li class="MsoNormal" style="">create
|
||||
a copy of the Asian Head (red wireframe).</li>
|
||||
<li class="MsoNormal" style="">create
|
||||
a morpher for the asian head, choose the African head as a morphtarget and
|
||||
set the vaule to 100%</li>
|
||||
<li class="MsoNormal" style="">collapse
|
||||
the morpher modifier (result see below – green wireframe)</li>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1030" type="#_x0000_t75"
|
||||
style='width:558.75pt;height:283.5pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image010.jpg"
|
||||
o:title="d2"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 745px; height: 378px;" alt="6" src="images/transfer_tut/image010.jpg" v:shapes="_x0000_i1030"><!--[endif]--></p>
|
||||
|
||||
|
||||
<ol style="margin-top: 0in; font-family: Arial;" start="4" type="1">
|
||||
<li class="MsoNormal" style="">Copy
|
||||
the morpher from the African head to the Asian head(green wireframe).
|
||||
Delete the afrcian head, it is not longer needed.</li>
|
||||
<li class="MsoNormal" style=""><span style=""> </span>Add the copy of the Asian head (red wireframe)
|
||||
as a morph to the existing morpher modifier on the green head and turn the
|
||||
amount to 100%.</li>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1031" type="#_x0000_t75"
|
||||
style='width:557.25pt;height:529.5pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image011.jpg"
|
||||
o:title="d3"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 743px; height: 706px;" alt="7" src="images/transfer_tut/image011.jpg" v:shapes="_x0000_i1031"><!--[endif]--><o:p> </o:p></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Open the CryMorphManager and open the “Facial Tools”</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Select the green head and add click on the “Load Morphs From
|
||||
Selection” button. The tool will load all morphs which are added to the morph
|
||||
modifier and display you how many morphs are stored.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">When you activate “Organize” your generated Morphs will be
|
||||
automatically aligned to the helper. Call the helper for this Dummy_+the name
|
||||
of the morph. At example: “Dummy_Lip_funneler”.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">All generated morphs will be moved into a new layer. For
|
||||
this set the name of the new layer into the textbox beside to New Layer.</p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Before you press the “Bake Morphs” button, be sure that you
|
||||
have the head with the morphmodifier selected. </p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Now you are ready to generate the morphs.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1032" type="#_x0000_t75"
|
||||
style='width:172.5pt;height:243.75pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image012.jpg"
|
||||
o:title="d4"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 230px; height: 325px;" alt="8" src="images/transfer_tut/image012.jpg" v:shapes="_x0000_i1032"><!--[endif]--></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Note: the bake function will also generate a copy of your
|
||||
copy(red head) which you loaded into the morph modifier. Just delete it if you
|
||||
don’t need it.<o:p></o:p></p>
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal">Result:</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1033" type="#_x0000_t75"
|
||||
style='width:874.5pt;height:562.5pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image013.jpg"
|
||||
o:title="d5"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 1166px; height: 750px;" alt="13" src="images/transfer_tut/image013.jpg" v:shapes="_x0000_i1033"><!--[endif]--></p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p style="font-family: Arial;" class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1034" type="#_x0000_t75"
|
||||
style='width:752.25pt;height:562.5pt'>
|
||||
<v:imagedata src="file:///C:\DOCUME~1\CHRIST~1\LOCALS~1\Temp\msohtml1\01\clip_image014.jpg"
|
||||
o:title="d6"/>
|
||||
</v:shape><![endif]--><!--[if !vml]--><img style="width: 1003px; height: 750px;" alt="14" src="images/transfer_tut/image014.jpg" v:shapes="_x0000_i1034"><!--[endif]--></p>
|
||||
|
||||
<p style="font-family: Arial;"></p>
|
||||
|
||||
|
||||
|
||||
<span style="font-family: Arial;">
|
||||
|
||||
</span>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,107 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: AnimTools: Model Set-Up</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: AnimTools: Weapon Set-Up</h1>
|
||||
<h2 style="font-family: Arial; background-color: rgb(192, 192, 192);"> How to set up weapons in the main dialogs Misc rollout </h2>
|
||||
|
||||
<p style="font-family: Arial;">
|
||||
This tutorial describes how to set up weaons and offsets and how to maintain them.
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
In this example I choosed a rifle and opened a character max file with the weapon in it.
|
||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 1. Open the dialog and hit Edit Entries: <br>
|
||||
<br>
|
||||
|
||||
<img alt="1" src="images/atools/dialogMiscWeapon1.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 125px;"><br>
|
||||
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||||
</p>
|
||||
<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 2. A dialog should pop up. In the list, double click in an empty line to add a weapon:<br>
|
||||
<br>
|
||||
|
||||
<img alt="2" src="images/atools/dialogMiscWeapon2.jpg" style="border: 0px solid ; margin-right: 2em; width: 443px; height: 220px;"><br>
|
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|
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</p>
|
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<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 3. In the next window you must select the model of the weapon you want to add:<br>
|
||||
<br>
|
||||
|
||||
<img alt="3" src="images/atools/dialogMiscWeapon3.jpg" style="border: 0px solid ; margin-right: 2em; width: 452px; height: 403px;"><br>
|
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|
||||
</p>
|
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<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 4. After this another window pops up where to choose the model to get the offset from (for weapons, normally the hand):<br>
|
||||
<br>
|
||||
|
||||
<img alt="4" src="images/atools/dialogMiscWeapon4.jpg" style="border: 0px solid ; margin-right: 2em; width: 452px; height: 404px;"><br>
|
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</p>
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<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 5. Now the weapon should be in the list. To maintain them, double click on the line with the weapon:<br>
|
||||
<br>
|
||||
|
||||
<img alt="5" src="images/atools/dialogMiscWeapon5.jpg" style="border: 0px solid ; margin-right: 2em; width: 443px; height: 220px;"><br>
|
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|
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</p>
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<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 6. A new dialog pops up where the entries can be edited. In this
|
||||
example, I changed the name (displayed in the drop down list) and the
|
||||
external file reference (used to automatically set up the specific
|
||||
weapon depending on the file name i.e. combat_run_rifle_forward =>
|
||||
rifle)<br>
|
||||
<br>
|
||||
|
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<img alt="6" src="images/atools/dialogMiscWeapon6.jpg" style="border: 0px solid ; margin-right: 2em; width: 385px; height: 189px;"><br>
|
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</p>
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<p style="font-family: Arial;">
|
||||
<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 7. After saving, the changed should be visible in the list:<br>
|
||||
<br>
|
||||
|
||||
<img alt="7" src="images/atools/dialogMiscWeapon7.jpg" style="border: 0px solid ; margin-right: 2em; width: 443px; height: 220px;"><br>
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<p style="font-family: Arial;">
|
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<img style="border: 0px solid ; width: 16px; height: 16px;" alt="led-yellow" src="images/atools/led-yellow.gif" align="top"> 8. When the list is saved, the new entry is available in the drop down list:<br>
|
||||
<br>
|
||||
|
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<img alt="8" src="images/atools/dialogMiscWeapon8.jpg" style="border: 0px solid ; margin-right: 2em; width: 176px; height: 131px;"></p>
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size 205810
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|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
||||
<html>
|
||||
<head>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<title>cryTools: Documentation</title>
|
||||
</head>
|
||||
|
||||
|
||||
<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
|
||||
|
||||
|
||||
|
||||
<h1 style="background-color: rgb(192, 192, 192); font-family: Arial;">cryTools: Documentation </h1>
|
||||
|
||||
|
||||
|
||||
<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Document Index</span></h2>
|
||||
|
||||
|
||||
|
||||
<h3><a href="AboutCryTools.html"><span style="font-family: Arial;">About Crytools</span></a></h3>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial;"><a href="AnimTools.html">AnimTools</a> (<a href="CryAnimTools.html">old</a>)</h3>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial;"><a href="CryMorphTools.html">MorphManager</a></h3>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial;"><a href="CryRiggingTools.html">RiggingTools</a></h3>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial;"><a href="CryArtistTools.html">ArtistTools</a></h3>
|
||||
|
||||
|
||||
<h3><span style="font-family: Arial;">CryInfo</span></h3>
|
||||
|
||||
|
||||
<h3 style="font-family: Arial;"><a href="ControlPanel.html">Control Panel</a></h3>
|
||||
|
||||
|
||||
<h3><a href="TDTools.html"><span style="font-family: Arial;">TD Tools</span></a></h3>
|
||||
|
||||
|
||||
<span style="font-family: Arial;"><br>
|
||||
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
|
||||
<br>
|
||||
|
||||
|
||||
|
||||
<br style="font-family: Arial;">
|
||||
|
||||
|
||||
|
||||
</span><span style="font-family: Arial;"></span>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user