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| Skins, Models, and Animations All tutorials about skinning, modeling, and animations for units, editing building models, and all 2d graphical editing. |
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Armoury Sergeant
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I've finished up the beta version 1.1 of animationutilities and have uploaded
it here: http://www.twcenter.net/forums/downloads.php?do=file&id=1469 The zip file name is animationutilties_v1_1.zip. It contains six files: animationlibrary.py animationutilities.py ChrysophylaxDives.gif meshconverterv1_0_4.py armored_sergeants_tail_reordered.skeleton UsersGuideAndTutorial.pdf The first three are the actual animation utilities. The meshconverterv1_0_4.py is an update to version 1_0_3 to be able to handle units with extra bones. The skeleton file is simply included as an example of the .skeleton format used to export new skeletons with changed bone sizes, like for dwarves, or skeletons with extra bones, like armored_sergeants with two extra tail bones. The User's Guide and Tutorial covers the use of the nine utilities. The tutorial part goes through the procedure for getting a non-standard skeleton unit in game, that is, making a new animation family from an existing one by exporting a new skeleton to all the .cas files in a copied directory. All of these utilities assume you are running with Caliban's animations directory since these are the files that they manipulate. I won't go into details of each of the utilities since that's what the User's Guide is for but here's a brief overview. Double-clicking on animationutilities.py will bring up a dialog box that looks like this: ![]() There are nine utilities, one can get a brief help by clicking on the little "Info" button beside each one. animmerge and animextract are used to merge an animation .cas file with a converted .ms3d file and to extract a modified animation back out to a .cas file. Extractskeleton pulls a modified skeleton out of a .ms3d file for use in exporting to a family of animations. (Think dwarf unit here.) Exportskeleton exports the modified skeleton to a family of animations. Reorderbones will move weapon/shield bones after any new bones that have been added to a model; necessary to get the animations to play in-game. Exportextrabonesskeleton does the exporting of skeletons with extra bones. convertcastotxt will read a selected .cas file and convert it to a readable ASCII decimal for. converttxttocas goes the other way and turns a .txt file back into a binary .cas file. This was useful for making flying dwarves and seeing how they interacted with regular units in only a few minutes. Finally, there is a survecasdirectory utility that is of use to researchers in this area. Please read the User's Guide and Tutorial for more information. Hate to post and run, but I'll be out of town starting June 20 through June 30 so please post any comments and especially bug reports here and I'll sort through them when I get back. As always, the release is free of conditions, feel free to modify and use as you see fit. |
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