@SigniferOne
Hmmm, I tried it out again today and it does work for me. I took a 29
frame anim down to 9 and I do get the full animation, just very, very
fast. It does have some bugs though. Definitely, DON'T use it from the
keyframer, that was my main warning, you get horribly messed up
animations, probably because it uses the current frame as the basepose
to interpolate from. Also, Edit->Undo Scale Animation doesn't reset
the max frames back to the original value so the animation cuts off.
You have to remember what the original max frames value was and
manually reset it; not a good user interface detail.
I did remember your suggestion about not killing the script when you
cancel out of a File Chooser, and I put it into every utility so now you
just revert to the main dialog of GOAT. I don't know if every user will
want this, but I've also included a goat.ini file so users can configure
where the File Choosers will open. Basically it's just a simple text file
like this:
Code:
# ===================================================================================
# goat.ini |
# ===================================================================================
# |
# Initialization file for the Game Object Application Toolbox. |
# |
# Set your preferred directories here for your models (.mesh and .ms3d files), |
# animations (.cas files, usually Caliban's animations directory is a good choice), |
# and RTW raw format .cas animation files. |
# |
# Handy Tip: Set multiple directories for each type and simply comment out the |
# ones not needed at the present time. NOTE: Only the last entry |
# processed will be valid; cannot have multiple modeldir etc. defined. |
# |
# ===================================================================================
modeldir = C:\sys\downloads\medievalII\meshreader_w2h_723\3dmaxscript\ObjectClasses\jpgsforMonkwarrior
casdir = C:\sys\downloads\medievalII\calibansfiles\animations
RTWcasdir = C:\sys\downloads\medievalII\meshreader_w2h_723\3dmaxscript\EBstuff\animations
You set modeldir to the full path to where your .ms3d models are, casdir
to Caliban's animation directory, and, if you do anything with RTW raw
animations, you can set RTWcasdir to that. This way instead of always
opening in the current working directory where you put the script, it will
open in your model directory when the script is looking for a .ms3d file
or in your cas directory when the script is looking for a .cas file.
Eliminates a lot of mousing around when navigating. Also, you can put
in multiple directories and just comment them in and out as you change
what directory you want to work in.
I'll send the update along to try out, but I'll check on the 4 bones
animation first to see what's going on there.