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Thread: IWTE for Remastered Units, Anims and Skeletons

  1. #1

    Default IWTE for Remastered Units, Anims and Skeletons

    Wilddog has been extending the functions that IWTE will deal with for Rome Remastered Units, Anims and Skeletons.

    Functions now include:
    *Extract the .cas models from RR packs (also provides .dae file)
    *Unpack/repack RR format anims and skeletons
    *Convert .cas models with unpacked skeleton and anim to .dae and back for repacking
    *For dae to cas mesh conversion automatically provide both a lod0 (with verts weighted across two bones if in the .dae) and a lod1 with single bone weighting
    *Rescale skeleton
    *Create new skeleton from cas mesh (unit) model with armature, can include up to 24 bones.
    *Convert RR format unpacked skeleton to .txt and back, allowing relatively easy addition of new anims not in the original skeleton, plus changes of sound events.
    *Batch convert a directory of cas models to use the same skeleton.
    *Moving, instead of just rotating, bones in anims (that one has been in for a while but not sure anyone noticed...), don't do this to anything with verts weighted across bones that move apart though!

    Feral have also explained a mechanism for adding new text files to reference torch bone and offset, which can help night battles with unusual units!

    As usual, I'm rather behind on writing any of this up... but some of it is self explanatory.

    More bones can be quite fun:

  2. #2
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: IWTE for Remastered Units, Anims and Skeletons

    damn, that are good news!

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