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[REL] Andrew's OAD Exporter 0.9

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AndrewMulti
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#31

Posted 28 July 2013 - 04:22 PM

Updated!
1) Added light animation export
2) Added choice in character animation export between cutscene and in-game characters
3) Fixed some bugs

boblester122
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#32

Posted 11 August 2013 - 01:25 PM

Amazing Script/Tool ! inlove.gif
but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.
user posted image
what are those missing dlls?

Jestic
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#33

Posted 11 August 2013 - 02:44 PM

QUOTE (boblester122 @ Sunday, Aug 11 2013, 15:25)
<!--SC--> <!--SS--> Amazing Script/Tool ! inlove.gif <!--EC--> <!--ES-->
but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.
user posted image
what are those missing dlls?

Those are from OFT. Install GIMS Evo

boblester122
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#34

Posted 11 August 2013 - 03:46 PM

QUOTE (Blaster_nl @ Sunday, Aug 11 2013, 14:44)
QUOTE (boblester122 @ Sunday, Aug 11 2013, 15:25)
<!--SC--> <!--SS--><!--SS--> Amazing Script/Tool !  inlove.gif <!--ES--><!--EC--> <!--ES-->
but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.
user posted image
what are those missing dlls?

Those are from OFT. Install GIMS Evo

it's fixed thank you smile.gif
and oh.. there's another thing.
i made a animation from the biped scene that comes from the downloaded script.
i exported and applied it to gta 4 bones by exporting the biped character into fbx (like the author says on his readme file)
but i encountered this error when exporting the animation.
user posted image
any solutions?

AndrewMulti
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#35

Posted 11 August 2013 - 04:54 PM

Script works in 3ds Max 9-2012
Update script because OpenIV 1.5 using new structure of text-based anims
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AndrewMulti
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#36

Posted 12 August 2013 - 04:04 PM

Updated!

Fixed camera zoom export

Download:
v1.2.1 - click here

quechus13
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#37

Posted 12 August 2013 - 07:08 PM

Would somebody explain how the Type128 Helper works??

Nobody seems to explain it sad.gif

boblester122
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#38

Posted 14 August 2013 - 12:25 AM

QUOTE (AndrewMulti @ Sunday, Aug 11 2013, 16:54)
Script works in 3ds Max 9-2012
Update script because OpenIV 1.5 using new structure of text-based anims

everything works now, thank you.
and for the others who encountered this problem, here's the requirements:
*3ds max 2012 (3ds max 9 is good, but GIMS evo and 3ds max scenes from the downloaded script might not gonna work)
*GIMS evo

cheers! cookie.gif

jafar3d
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#39

Posted 11 November 2013 - 09:41 AM Edited by jafar3d, 17 February 2014 - 11:52 AM.

hi Andrw Multi


AndrewMulti
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#40

Posted 16 September 2014 - 12:32 PM

Small update.
When I create this cutscene, I noticed some sh*t. Cutscene characters (ex. cs_roman_d) have a little different hierarchy of skeleton.
KyF5.jpg

If apply animation on another skeleton, you can get this:
KwKn.png

Therefore will store two bipeds and two skels in the archive.
Download: click here


stef538
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#41

Posted 19 September 2014 - 02:49 PM

that cutscene you did was amazing, please tell us how you did it (with the camera etc) (or make a tutorial) did you build niko's appartment in 3ds max or something ? because i'm really curious how you did it :)

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maro_hannover
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#42

Posted 29 September 2014 - 06:07 AM

Please Andrew!

How you made The Cutscenes. I already studied all the cutscene documentaion in .cut and .dat files. i am not asking about animation. Animation i am using Endorphin.

Please Tell Us How to Make Cutscenes. Please. The Pulp Fiction Cutscene Killed Me!


maro_hannover
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#43

Posted 29 September 2014 - 02:27 PM

Andrew where do i get Cutscene Skleton?


AndrewMulti
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#44

Posted 29 September 2014 - 04:14 PM

Andrew where do i get Cutscene Skleton?

Here


julionib
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#45

Posted 22 October 2014 - 03:41 PM

can you help me set the ID of bones for a custom object? this is the project case you want take a look: http://puu.sh/cm5j7/dcebd1f539.zip


AndrewMulti
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#46

Posted 22 October 2014 - 05:07 PM Edited by AndrewMulti, 22 October 2014 - 05:08 PM.

can you help me set the ID of bones for a custom object? this is the project case you want take a look: http://puu.sh/cm5j7/dcebd1f539.zip

You can set random ID for every bone (ex. 15001, 15002, etc.).

Enter in Object Properties->User Defined: id = 15001


julionib
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#47

Posted 22 October 2014 - 11:10 PM

nice, it's working now, but i had to select the bones (to add to that box before export) in the order of their ID numbers:

http://puu.sh/cmGjD/2b64b7de25.png

otherwise it ignores some of the bones

now i can create my little robot, thx :)


julionib
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#48

Posted 23 October 2014 - 12:32 AM

https://www.facebook...836096666457043

this will be so cool, now i can create some projects that will require animated objects

thx for this tool man


julionib
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#49

Posted 31 October 2014 - 03:57 PM

One more question: Is possible animate .wft objects?





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