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Thread: RTW animations converter

  1. #1
    KnightErrant's Avatar Decanus
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    Default RTW animations converter

    I've written a Python script that converts RTW raw format animation
    .cas files into M2TW style formatted .cas files. You can download from
    here:

    http://www.twcenter.net/forums/downl...o=file&id=1816

    The script is called RTW2MTWanimate.py. To use it you'll need the
    unpacked animations directory from RTW as well as Caliban's
    unpacked animations directory for M2TW. The order is always source first,
    destination second, that is, choose the RTW animation in the first file
    chooser and then the M2TW animation from the second file chooser.
    Note that the M2TW animation is NOT overwritten, instead a new file
    is created with the M2TW name with "_RTWimported" appended to it.
    As an example let's match the run animation, LIJ 60 run.cas, in
    fs_o_f_spearman to the MTW2_Spear_run.cas in the MTW2_Spear
    directory. Double click on the file RTW2MTWanimate.py in explorer
    to run it, mouse to the fs_o_f_spearman directory and double click
    LIJ 60run.cas, then in the second filechooser mouse to the directory
    MTW2_Spear and double click on MTW2_Spear_run.cas. The output
    will be the file MTW2_Spear_run_RTWimported.cas. It's interesting to
    compare the two so animmerge both of them with the armored_sergeants.

    Here's the regular M2TW 15 frame animation:


    and here's the RTW 13 frame animation obtained by the above
    procedure:


    Note that the RTW animation has the spear vertical but the shield
    slung more sideways than the M2TW one.

    I haven't run through many animations so take this as an alpha release.

    Fiddly details: The RTW skeleton has 3 cloak bones not present in
    M2TW models so the animation data for them is thrown away. M2TW
    skeletons have four bones not present in RTW models: bone_jaw,
    bone_eyebrow, bone_Lclavical, and bone_Rclavical. The identity
    quaternion is written for these animation frames i.e. they aren't animated
    away from their basepose positions.

    Note: The animations aren't always correct. People have asked about
    slingers. Here's SLG 74 Swing sling loop to stand ready.cas matched
    to a javelin MTW2_Javelin_attack_missile_release.cas. The RTW
    animation is 45 frames. It mostly looks good but something is definitely
    wonky about the left leg.



    The sling action here is the single overhand semicircle. In the image
    shown the model is 2 frames away from release.

  2. #2
    Alletun's Avatar Artifex
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    Default Re: RTW animations converter

    Wow ... KnightErrant is there anything you haven't written a script for?

    I'll try it out as soon as i get some more time (which unfortunately wont be any time soon .. )
    Unit makers Tome of Knowledge:
    http://www.twcenter.net/forums/showthread.php?t=127787
    Warhammer: Total war modeller. Orc & Goblins (GREENSKINS!) creator
    http://forums.totalwar.org/vb/showthread.php?t=90663&page=2
    Third Age: Total war. Modeling and Skinning. Working on Isengard.

  3. #3
    KnightErrant's Avatar Decanus
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    Default Re: RTW animations converter

    Nah, if you go and look they're all just AnimationLibrary.py with
    one new function each at the bottom. Think of it as recycling carried
    to the extreme.

  4. #4

    Default Re: RTW animations converter

    Can I convert an M2TW animation for the campaign?

  5. #5
    KnightErrant's Avatar Decanus
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    Default Re: RTW animations converter

    Have to ask for more clarification on the question.
    This converter converts RTW battle animations to M2TW animations
    by pairing the raw data in the RTW .cas file to a formatted (meaning
    with headers and footers) and substituting the quaternions from the
    RTW animation and the position animation data and a little of the pose
    data data. Since RTW models have cloak bones and M2TW models
    don't; the converter naturally throws that information away and substitutes
    null frames for the bones the M2TW models have that the RTW models
    don't. (clavicals and bone_eyebrow and bone_jaw).

    It doesn't do strat map animations if that is the question. Verc's script
    can deal with the strat map .cas format animations. I do have a strat
    map .cas converter but that's only for models not animations. I think the
    only way to bring over RTW strat map animations is by way of Verc's script
    although I could easily be wrong on this, I haven't look at the problem.

  6. #6

    Default Re: RTW animations converter

    Any one tried this on wardogs? I'd love to add them to my M2TW game as mercenarys and Im not sure I've got the hard disk space to unpack RTW as well as M2TW or the confidence to follow the modding procedure through!

  7. #7
    KnightErrant's Avatar Decanus
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    Default Re: RTW animations converter

    Sorry, this wouldn't work for non-human animations, it's hard-coded
    to the human skeleton.

  8. #8

    Default Re: RTW animations converter

    you only speak of animation but, can you realy, convert a model of RTW, ex: Hastaty and put it on Medieval II.

  9. #9

    Default Re: RTW animations converter

    update.......see this thread It is related to this ineed help converting rtw models into mtwII

    http://www.twcenter.net/forums/showt...73#post3176773

  10. #10

    Default Re: RTW animations converter

    How do I mod this script so that it will delete the extra M2TW bones like the clavical bones, the jaw and eyebrow bones. Any help on this one?
    [signature]

  11. #11
    Opifex
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    Default Re: RTW animations converter

    You would have to know Python well, as well as the Med2 animation bone structure. You simply can't ask other people to do this for you, and in any case, those bones do not affect the game in any way, so it doesn't matter if they're there.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  12. #12

    Default Re: RTW animations converter

    You don't understand, I'm trying to delete the bones form the animations so they can be used in RTW. I also do some Python scripting, I'm just not familiar with what KnightErrant wrote and I'm just trying to get a direct solution to my problem so I can go ahead and change the script. Mmkay?
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  13. #13
    Valiant Champion's Avatar Praepositus
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    Default Re: RTW animations converter

    can you import phalanx animations?

    BETTER PIKES
    https://www.twcenter.net/forums/show...2#post16143112

    THE PIKE WARS HAVE BEGUN!

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