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Converting Endorphin anims to GTA


Wesser
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Dynamic-less Endorphin physics to GTA Series


1. Requirements

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

2. Endorphin

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 dtbqSrN.gif. Wait until it is arrived to 100 and click on WeAJQhb.gif to stop the operation. You can play the anim by pressing fy5x47F.gif and stopping with WeAJQhb.gif. 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 HEsHivh.gif 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 9ldxKVt.gif to save the figure transforms (write "player" as the file name). In "Motion Capture" group open the .csm file by clicking on ecwvwZV.gif. 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 BPfzIOX.gif then on VcP4ON9.gif to load the .fig file and restore the correct transforms of all biped parts. Leave the figure mode by clicking on JXwrO6G.gif. In "Motion Capture" group click on F4s5tMO.gif and move or rotate the bones which are badly aligned. Leave the talent figure mode by clicking on fFegj9h.gif (then compare your results with that are placed in example.max).

3D Studio Max 7


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:

[table]

Source NodesCurrent NodesMerge Nodes
Normal_snapNormalNormal_snap
Pelvis_snapPelvisPelvis_snap
Spine 1_snapSpine 1Spine 1_snap
Spine 2_snapSpine 2Spine 2_snap
Neck_snapNeckNeck_snap
Head_snapHeadHead_snap
HeadNub_snapHeadNub[/td]
Jaw_snapJawJaw_snap
L Brow_snapL BrowL Brow_snap
R Brow_snapR BrowR Brow_snap
Bip01 L Clavicle_snapBip01 L ClavicleBip01 L Clavicle_snap
L UpperArm_snapL UpperArmL UpperArm_snap
L ForeArm_snapL ForeArmL ForeArm_snap
L Hand_snapL HandL Hand_snap
L Finger_snapL FingerL Finger_snap
L Finger01_snapL Finger01L Finger01_snap
L Finger0Nub_snapL Finger0Nub
L breast_snapL breastL breast_snap
Bip01 R Clavicle_snapBip01 R ClavicleBip01 R Clavicle_snap
R UpperArm_snapR UpperArmR UpperArm_snap
R ForeArm_snapR ForeArmR ForeArm_snap
R Hand_snapR HandR Hand_snap
R Finger_snapR FingerR Finger_snap
R Finger01_snapR Finger01R Finger01_snap
R Finger0Nub_snapR Finger0Nub
R breast_snapR breastR breast_snap
Belly_snapBelly
L Thigh_snapL ThighL Thigh_snap
L Calf_snapL CalfL Calf_snap
L Foot_snapL FootL Foot_snap
L Toe0_snapL Toe0L Toe0_snap
L Toe0Nub_snapL Toe0Nub
R Thigh_snapR ThighR Thigh_snap
R Calf_snapR CalfR Calf_snap
R Foot_snapR FootR Foot_snap
R Toe0_snapR Toe0R Toe0_snap
R Toe0Nub_snapR Toe0Nub[/table]
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":

[table]

Source NodesCurrent NodesMerge Nodes
Normal_snapNormalNormal_snap
[/table]
After all, click on "Merge Animation".

3D Studio Max 9


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
Now, choose which object you're willing to animate and match it with the relative INCOMING object, then push on:
  • Exact Name, if the comparing names are the same
  • Closest Name, if the names looks similar or completely different (I prefer this)
So select "Normal" (highlighted word, bold font) from right (CURRENT) and apply the animation onto the "Normal" object from left (INCOMING), " Pelvis" from right to " Pelvis" from left... and so on, as follows:

[table]

InfoCurrentMappedIncoming
BonesNormalNormal
StuffNormal \ TransformsNormal \ TransformsNormal \ Transforms
[/table]
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.

4. Rendering

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.

Replacing Existing Animations


Follow the Custom Player Animations tutorial (by @jacob.).

Creating Your Own IFP


Follow the Creating Custom IFP's tutorial (by @coin-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 (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:
:Loopif84EE:  not animation "CUSTOM" loadedjf @Labelwait 0jump @Loop
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):
{$CLEO}:ThreadHdthread 'IFP':ThreadLoopwait 0if and0AB0:  key_pressed 0x49 // I0AB0:  key_pressed 0x46 // F0AB0:  key_pressed 0x50 // Pjf @ThreadLoop:AnimLoad04ED: load_animation "CUSTOM":AnimCheckif84EE:  not animation "CUSTOM" loadedjf @AnimPlaywait 0jump @AnimCheck:AnimPlay0812: AS_actor $PLAYER_ACTOR perform_animation "NEW_ANIM" IFP_file "CUSTOM" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1//jump @ThreadLoop0A93:end_custom_thread
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



Endorphin freefall animation (link expired)



6. Translations

[table]LanguageFormatAuthorLink
FrenchMinimal@VicolashipsHere
PolishComplete@MatiSk8Here
ChineseComplete@LeeaoHere[/table]
7. Video demonstration

Russian version (link expired)

8. Handy tools

GTA Animation XML IO

9. Credits

This guide is entirely written by me so the credits list is totally empty.



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.



GTANet Annual Forum Award

[table]AwardDescription

awards.png

GTANet Annual Forum Award
» Winner of GTA Modding Awards 2008: Best Tutorial

Related post: Converting Endorphin anims to GTA[/table]
Thanks to everybody, guys! :^: Edited by Wesser
  • Like 2

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Nice tutorial. But is it for all (3D) GTA games? Like GTA 3 and San Andreas? Or just for IV? and BTW you can't post links for WAREZ sites. It's against the rules and their not welcome here. turn.gif

 

EDIT: It says you joined in 2006... I can't believe you don't know the rules man... It's only for your own good wink.gif

Edited by MinnieMan121249
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Don't worry, I know the rules wink.gif. I didn't post any download links but I just wrote where you can find a cracked version. Does it overpass the rules? If so, I'll delete what I wrote.

 

This tutorial works for all GTA games. You'll have to change only the bones\objects that you want to merge the animation\s as you can see.

 

 

Game\s Bones
GTA III? 24 bones
GTA VC 24 bones
GTA SA 32 bones
Edited by Wesser

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I dont get this mod xD. what does it do exactly?

you can make things for your gta game

looks like Grand Theft Auto 4

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Wow amazing....so now we can have some realistic anims from Endorphin ?

anybody did something yet ? i really want to change some anims

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cold fusion 33

This sounds really cool, but I don't know how to do it/ I don't have time to learn how to do it... Are there any videos of this in action in San Andreas?

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Thanks wess you put it, i need it, i was working with JuarezSoares (freefall IV to SA) to make the ultimate IV mod i owe you one wess.

 

 

 

 

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My hopes is really high on this one icon14.gif ,gta really needs a hell of a animation replacements.

 

Good luck guys, please try to do something awesome smile.gif

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Look at the end of the first post and you'll see the tutorial.rar. Open that and choose the folder which is named "Started" and you'll find what you want in biped.max. Can anyone please re-upload my tutorial.rar because it can't be downloaded more than 10 times from rapidshare.com? Cause I deleted it from my hdd.

Edited by Wesser

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rapid rapid rapid :S sad.gifconfused.gif

 

 

ErrorThis file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.This limit is reached.To download this file, the uploader either needs to transfer this file into his/her Collector's Account, or upload the file again. The file can later be moved to a Collector's Account. The uploader just needs to click the delete link of the file to get further information.

 

 

please tutorial.rar upload

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Added new link. Try to download the file again. tounge.gif

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There's not need to make another tutorial for vc. It works for all gta games. What you need to do is to change only the bones that you want to merge the anim.

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Holy sh*t...this means we can made make GTA3 ALOOOOOOOOT bettter by remaking animations ? cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif :cook

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There's not need to make another tutorial for vc. It works for all gta games. What you need to do is to change only the bones that you want to merge the anim.

i didn't mean a tut for vc i means a modded ifp with these chages.

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Well, my pc is broken and I can't get my files anymore until it is fixed. That rapidshare link is down so is there anyone who has the MergeAnimation.ms script? If so, can you upload it to sendspace.com and post it here? Then I change that annoying link with a newer one. wink.gif

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Well, my pc is broken and I can't get my files anymore until it is fixed. That rapidshare link is down so is there anyone who has the MergeAnimation.ms script? If so, can you upload it to sendspace.com and post it here? Then I change that annoying link with a newer one.  wink.gif

Wess. If you get it. i will host it. You should asked me.

Edited by goin-god
Yl8KS.jpg
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I tried that script into 3dsmax9 and I saw it doesn't work for no reasons. Maybe the references of some maxscript functions are changed or noped, I don't know. Well, don't worry. I found a way to do the same thing like that .ms script does in 3dsmax7, so I added a mini tutorial for 3dsmax9. See the first post.

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