First of all, make sure this isn't the first attempt with endorphin and you have installed it, If not, you can find the cracked version (with serial, I mean) on <Link removed> (version 2.5.2, pm me). If you are looking for knowledges about its functions go to naturalmotion.com. You can follow all steps by downloading the following archive:
Tutorial : tutorial.rar
Well, open that program and drag the mouse to select the current character. Now you can see a colored region on the bottom (above the timeline bar) that means what character is selected. Near "Track02" right click on the blue line and select "Create Behaviour Event". Then on the left choose "Jump and dive". Change "End Frame" to 100 and under the timeline bar click on pic1. Wait until it is arrived to 100 and click on pic2 to stop the operation. You can play the anim by pressing pic3 and stopping with pic2. Now go to File->Export and choose the format .csm. Then write "Jump and dive" as the file name and click on "Save" button. Finally change the scale value to 25.9 (0.0259 with .fbx exporter) and click "Ok". To know if all has gone well open example.ens scene. Now we've done the endorphin steps.
3. 3D Studio Max
Open the .max file contained in the archive (named "biped") and then on the top choose the "biped" set to select all biped parts (here). Then click on pic4 to select the motion menu. Now if you import any anims exported with a different biped, the current biped parts will be badly aligned or scaled. So in "biped" group click on pic5 to save the figure transforms (write "player" as the file name). In "Motion Capture" group open the .csm file by clicking on pic6. Near "Conversion" select "No Key Reduction" and click "Ok". After the .csm file is imported some bones will be different than before. So click on pic7 then on pic8 to load the .fig file and restore the correct transforms of all biped parts. Leave the figure mode by clicking on pic9. In "Motion Capture" group click on pic10 and move or rotate the bones which are badly aligned. Leave the talent figure mode by clicking on pic11 (then compare your results with that are placed in example.max).
Download BipedDumper and put the .ms file in 3dsmax\scripts. Go to MAXScript->Run Script to run the previous downloaded file. Select the root bone (named "Normal") and click on "Dump Biped". Save the current file and open a new scene. Now import a DFF that you want to play the anim and then go to File->Merge Animation.
Click on "Source File" and choose the saved file (which contains the converted biped to mesh). Then match all the bones that have the same name + "snap" from left to right:
|Source Nodes||Current Nodes||Merge Nodes|
|Spine 1_snap||Spine 1||Spine 1_snap|
|Spine 2_snap||Spine 2||Spine 2_snap|
|L Brow_snap||L Brow||L Brow_snap|
|R Brow_snap||R Brow||R Brow_snap|
|Bip01 L Clavicle_snap||Bip01 L Clavicle||Bip01 L Clavicle_snap|
|L UpperArm_snap||L UpperArm||L UpperArm_snap|
|L ForeArm_snap||L ForeArm||L ForeArm_snap|
|L Hand_snap||L Hand||L Hand_snap|
|L Finger_snap||L Finger||L Finger_snap|
|L Finger01_snap||L Finger01||L Finger01_snap|
|L Finger0Nub_snap||L Finger0Nub|
|L breast_snap||L breast||L breast_snap|
|Bip01 R Clavicle_snap||Bip01 R Clavicle||Bip01 R Clavicle_snap|
|R UpperArm_snap||R UpperArm||R UpperArm_snap|
|R ForeArm_snap||R ForeArm||R ForeArm_snap|
|R Hand_snap||R Hand||R Hand_snap|
|R Finger_snap||R Finger||R Finger_snap|
|R Finger01_snap||R Finger01||R Finger01_snap|
|R Finger0Nub_snap||R Finger0Nub|
|R breast_snap||R breast||R breast_snap|
|L Thigh_snap||L Thigh||L Thigh_snap|
|L Calf_snap||L Calf||L Calf_snap|
|L Foot_snap||L Foot||L Foot_snap|
|L Toe0_snap||L Toe0||L Toe0_snap|
|L Toe0Nub_snap||L Toe0Nub|
|R Thigh_snap||R Thigh||R Thigh_snap|
|R Calf_snap||R Calf||R Calf_snap|
|R Foot_snap||R Foot||R Foot_snap|
|R Toe0_snap||R Toe0||R Toe0_snap|
|R Toe0Nub_snap||R Toe0Nub|
After all you can save what did you do by clicking on "Save Mapping". Now deselect all attributes except "Rotation" and click on "Merge Animation". All the bones will have the rotation transforms but not the position ones. Do the same steps like the previously even if now you have to move only the normal bone with "snap" from left to right and deselect all attributes except "Position":
|Source Nodes||Current Nodes||Merge Nodes|
After all, click on "Merge Animation".
Make sure all biped parts are selected. Then go to File->Save Animation to save the current transforms of selected objects\bones. Write "Jump and dive" as the file name and click on "Save Motion". Start a new scene and import a DFF that you want to play the anim (in this case player.dff). Select all objects\bones except "Skin_Mesh" and go to File->Load Animation. Mark your saved anim and click on "Edit Mapping" button. Now deselect some options placed on the bottom of the new window like this.
Select all current scene objects you would like to merge the keyframes on and go to File->Load Animation. Once the plug-in fired up, you'll be able to notice 3 columns, each one does its function as follows:
- CURRENT: it contains all objects currently selected in the scene
- MAPPED: it lists all merging operation which the INCOMING objects could transfer on the CURRENT ones
- INCOMING: it reports the objects whose animation has been previously exported
- Exact Name, if the comparing names are the same
- Closest Name, if the names looks similar or completely different (I prefer this)
|Stuff||Normal \ Transforms||Normal \ Transforms||Normal \ Transforms|
Where "Transforms" doesn't exist, select "World Transforms" instead.
After all, click on "Save Mapping As" and type "Jump and dive" as the file name and then to "Load Motion". Now if there are some position\scale frames for all the bones except the root one (original normal = position\rotation), you have to delete them to minimize the size of the exported .ifp. Download my created script before doing that:
Copyright © Wesser : DeleteAllKeys.ms
Put that script in 3dsmax\scripts, then go to MAXScripts->Run Script and choose that .ms file. Select all scene objects except the "Skin_Mesh" because it is useless, enable the "Scale keys" option and click on "Delete". Now disable that option and select all the bones except the root one (normal). Repeat the same steps by enabling "Position keys" option and clicking on "Delete" button.
Move the root bone (normal) to 0.0 (xyz pos), for example. Now look at the 2 ways which would help you to export your result ingame.
Follow the Custom Player Animations tutorial (made by jacob).
Follow the Creating Custom IFP's tutorial (made by goin-god). Using this way, you should create a simple script which loads your created file and plays the anims which are placed into it. Before reading this, I advise all to learn at least the basics of coding, with the CLEO Script Tutorial (made by ZAZ). So, first you have to load the animation file with this code:
|04ED: load_animation "CUSTOM"|
Then, we have to check if it is correctly loaded, otherwise the game will crash or not load it properly:
84EE: not animation "CUSTOM" loaded
Finally, load your animation by its name with this opcode:
|0812: AS_actor $PLAYER_ACTOR perform_animation "NEW_ANIM" IFP_file "CUSTOM" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB|
Note, setting time to -1 will let the game to repeat the animation again.
Here is the whole script (just hold "IFP" to play your anim):
0AB0: key_pressed 0x49 // I
0AB0: key_pressed 0x46 // F
0AB0: key_pressed 0x50 // P
04ED: load_animation "CUSTOM"
84EE: not animation "CUSTOM" loaded
0812: AS_actor $PLAYER_ACTOR perform_animation "NEW_ANIM" IFP_file "CUSTOM" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
Once you finished, all is done. Enjoy!
Sample of what can you do with this tutorial and the ragdoll physics (video made by coin-god):
This is what polish guys understood with this translated tutorial. Polish try :
5. Unattached videos
PedRising endorphin animation test
Falling animation example
Endorphin freefall animation
GTA SA Custom animations
Helicopter hanging animation
If you have comments, opinions or evaluation you are welcome. Let me know if there are some errors and I'll correct them surely.
For who convert some animations from endorphin to gta please post them in this topic, so it would be like an animation showroom.
Don't make any requests here or by pms, please.
This guide is entirely created by me so I don't have to give credits to anyone.
8. Video demonstration
|GTANet Annual Forum Award|
» Winner of GTA Modding Awards 2008: Best Tutorial
Related post: Converting Endorphin anims to GTA
Edited by Wesser, 01 September 2011 - 09:41 PM.