Kam Posted August 11, 2005 Share Posted August 11, 2005 (edited) Finally I had finished this IO script for SA IFP animation editing! In order to import the char/bones correctly. You need my DFF IO script(dated 10Aug05 or later) to import char/bones to (G)MAX. Please Read the 'IFP_Readme.txt' carefully and you should be able to use it without difficulty! Here is my DFF IO for Char/Bones importing And Here is the SA IFP IO script! Updated 16Aug05 - More user friendly message - detect different version of ifp and show useful message - Max6 or above import fail was fix! Edited September 13, 2005 by Kam Link to comment Share on other sites More sharing options...
djjack Posted August 12, 2005 Share Posted August 12, 2005 Thx Kan for another greats script Link to comment Share on other sites More sharing options...
dertyjerzian Posted August 12, 2005 Share Posted August 12, 2005 (edited) Kam I knew you'd be the one to figure this out first! Did you get SA yet? Can't wait to try this out! Awesome. Don't expect much great stuff from me until I know how free I can be with anim in this game ;)Kam rules and he gets cookies for it EDIT: oh no! the DFF link appears to be broken. Not sure, maybe its my configuration. Just not sure Either way, you know I love it when you PM me, big guy Get in touch, I'd love to hear how things are going. Edited August 12, 2005 by dertyjerzian Link to comment Share on other sites More sharing options...
Blues The Squirrel Posted August 14, 2005 Share Posted August 14, 2005 I am having problems using this. I use 3dsmax5. Whenever I replace an existing animation the game displays the old animation anyway. When I open the file again in max the animation is there, but the next animation in the list gives me an error when i try to view it, something about there being negative some number in the 5 thousands bones. So yeah, I cant get this to work for the life of me. Link to comment Share on other sites More sharing options...
elrayzeur Posted August 15, 2005 Share Posted August 15, 2005 Hi It' s perfect, Kam' s GTA Scripts directly in 3ds not need to launch them. Import directly ifp of the motor bikes. I will be able to make my mod LVX and pocket bike for SA. BIG THX KAM ciao++ Link to comment Share on other sites More sharing options...
Kam Posted August 15, 2005 Author Share Posted August 15, 2005 I am having problems using this. I use 3dsmax5. Whenever I replace an existing animation the game displays the old animation anyway. When I open the file again in max the animation is there, but the next animation in the list gives me an error when i try to view it, something about there being negative some number in the 5 thousands bones. So yeah, I cant get this to work for the life of me. Did you select everythng before replace animation? I did test it in Max3, Max6 and GMax myself and some guys tested in Max7. They are all fine!!! Which animation(ifp) file are you trying to replace? Link to comment Share on other sites More sharing options...
elrayzeur Posted August 15, 2005 Share Posted August 15, 2005 Hi I have 2 problems with the script. I would like to make the animation of the nack nack for the motor bikes, I use 70 frames (I also have test with 50). 1 When I replace animation I do not have message DONE, just numbers. The game does not launch. If I import it in 3ds I have a count error. 2 When I save the ifp, I have message DONE But displacements and rotations of the player disappear. Only rotations of the articulations function. There was an error of my share, or script does not support it not yet all? ciao++ Link to comment Share on other sites More sharing options...
Blues The Squirrel Posted August 15, 2005 Share Posted August 15, 2005 I am having problems using this. I use 3dsmax5. Whenever I replace an existing animation the game displays the old animation anyway. When I open the file again in max the animation is there, but the next animation in the list gives me an error when i try to view it, something about there being negative some number in the 5 thousands bones. So yeah, I cant get this to work for the life of me. Did you select everythng before replace animation? I did test it in Max3, Max6 and GMax myself and some guys tested in Max7. They are all fine!!! Which animation(ifp) file are you trying to replace? Yes I selected everything before animation replace. I am trying to replace bmx.ifp Link to comment Share on other sites More sharing options...
Kam Posted August 15, 2005 Author Share Posted August 15, 2005 Blues The Squirrel and elrayzeur: Make sure you are using the latest one (13Aug05). I know the 1st download dated 11Aug05 had a 'replace' typo error, But was fixed same date a few hour later, so I don't think anybody downloaded that version. Anyway, a better, bug fixed version is 13Aug05 one! And for the player transform/rotation problem, if you are talking about the 'Mesh'. Sorry you can't and it won't work ingame. Only 'bones' can be animated! Also I recalled in GTA3/VC. If you need to add a key to one of the bones chain. The whole bones chain need to have keys! Not sure if SA need this or not! eg:if you animated 'L Hand', then 'L foreArm', 'L UpperArm' and 'Bip01 L Clavicle' need to have keys as well! Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 13, 2005 Share Posted September 13, 2005 (edited) Whoa, I'll pm this instead. Edited September 13, 2005 by dertyjerzian Link to comment Share on other sites More sharing options...
elrayzeur Posted September 13, 2005 Share Posted September 13, 2005 (edited) Hi I still have a problem with script. Test with bikes.ifp and bikev.ifp in version Updated 16Aug05 When I replace, the jaw bones is desactive in all animations of the IFP. Same if I touch only with the arms and the legs, the jaw is desactive in all animations. Edit: I have look in hexa in the IFP and there is no more jaw and some other parts in animations for my mod i have fix it with hex editing ciao++ Edited September 14, 2005 by elrayzeur Link to comment Share on other sites More sharing options...
SAZ Posted September 14, 2005 Share Posted September 14, 2005 wow!...does this mean u lot can now edit the animations in the game?!...i want sum1 to change the jetpack animations so it looks like cj is actually flying in a lied down position rather then standing, cud u do this with this program?! just want to know not that i can use it or kno anything abt using it Link to comment Share on other sites More sharing options...
MuT7 Posted September 15, 2005 Share Posted September 15, 2005 slow down man, this is only early progress, patience is key Link to comment Share on other sites More sharing options...
Simon. Posted September 15, 2005 Share Posted September 15, 2005 wow!...does this mean u lot can now edit the animations in the game?!...i want sum1 to change the jetpack animations so it looks like cj is actually flying in a lied down position rather then standing, cud u do this with this program?! just want to know not that i can use it or kno anything abt using it I was thinking of modding the jetpack to be like that when the tools come out. It looks like I can at least try doing this. @Kam: Good work. I'll be sure to report any bugs, if any . Link to comment Share on other sites More sharing options...
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