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SA Animation(IFP) IO released


Kam

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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 by Kam
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dertyjerzian

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 cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

EDIT: oh no! the DFF link appears to be broken. Not sure, maybe its my configuration. Just not sure confused.gif Either way, you know I love it when you PM me, big guy wink.gif Get in touch, I'd love to hear how things are going.

 

 

Edited by dertyjerzian
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Blues The Squirrel

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.

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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 rahkstar2.gif

 

ciao++

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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?

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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. bored.gif

 

The game does not launch. sad.gif

 

If I import it in 3ds I have a count error. dontgetit.gif

 

2

When I save the ifp, I have message DONE sigh.gif

 

But displacements and rotations of the player disappear. confused.gif

 

Only rotations of the articulations function. cryani.gif

 

There was an error of my share, or script does not support it not yet all?

 

ciao++

 

 

 

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Blues The Squirrel
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

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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!

 

 

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  • 4 weeks later...

Whoa, I'll pm this instead.

Edited by dertyjerzian
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Hi

 

I still have a problem with script. cryani.gif

 

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

 

user posted image

 

ciao++

Edited by elrayzeur
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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

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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 wink.gif.

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