Wesser Posted December 23, 2008 Share Posted December 23, 2008 (edited) Dynamic-less Endorphin physics to GTA Series 1. RequirementsFirst 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.rar2. EndorphinWell, 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 . Wait until it is arrived to 100 and click on to stop the operation. You can play the anim by pressing and stopping with . 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 MaxOpen 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 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 to save the figure transforms (write "player" as the file name). In "Motion Capture" group open the .csm file by clicking on . 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 then on to load the .fig file and restore the correct transforms of all biped parts. Leave the figure mode by clicking on . In "Motion Capture" group click on and move or rotate the bones which are badly aligned. Leave the talent figure mode by clicking on (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 NodesNormal_snapNormalNormal_snapPelvis_snapPelvisPelvis_snapSpine 1_snapSpine 1Spine 1_snapSpine 2_snapSpine 2Spine 2_snapNeck_snapNeckNeck_snapHead_snapHeadHead_snapHeadNub_snapHeadNub[/td]Jaw_snapJawJaw_snapL Brow_snapL BrowL Brow_snapR Brow_snapR BrowR Brow_snapBip01 L Clavicle_snapBip01 L ClavicleBip01 L Clavicle_snapL UpperArm_snapL UpperArmL UpperArm_snapL ForeArm_snapL ForeArmL ForeArm_snapL Hand_snapL HandL Hand_snapL Finger_snapL FingerL Finger_snapL Finger01_snapL Finger01L Finger01_snapL Finger0Nub_snapL Finger0NubL breast_snapL breastL breast_snapBip01 R Clavicle_snapBip01 R ClavicleBip01 R Clavicle_snapR UpperArm_snapR UpperArmR UpperArm_snapR ForeArm_snapR ForeArmR ForeArm_snapR Hand_snapR HandR Hand_snapR Finger_snapR FingerR Finger_snapR Finger01_snapR Finger01R Finger01_snapR Finger0Nub_snapR Finger0NubR breast_snapR breastR breast_snapBelly_snapBellyL Thigh_snapL ThighL Thigh_snapL Calf_snapL CalfL Calf_snapL Foot_snapL FootL Foot_snapL Toe0_snapL Toe0L Toe0_snapL Toe0Nub_snapL Toe0NubR Thigh_snapR ThighR Thigh_snapR Calf_snapR CalfR Calf_snapR Foot_snapR FootR Foot_snapR Toe0_snapR Toe0R Toe0_snapR 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 NodesNormal_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]InfoCurrentMappedIncomingBonesNormalNormalStuffNormal \ 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.msPut 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. RenderingMove 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 @LoopFinally, load your animation by its name with this opcode:0812: AS_actor $PLAYER_ACTOR perform_animation "NEW_ANIM" IFP_file "CUSTOM" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionBNote, setting time to -1 will let the game to repeat the animation again.Here is the whole script (just hold "IFP" to play your anim):{$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_threadOnce 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]LanguageFormatAuthorLinkFrenchMinimal@VicolashipsHerePolishComplete@MatiSk8HereChineseComplete@LeeaoHere[/table]7. Video demonstrationRussian version (link expired)8. Handy toolsGTA Animation XML IO9. CreditsThis 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]AwardDescriptionGTANet Annual Forum Award» Winner of GTA Modding Awards 2008: Best TutorialRelated post: Converting Endorphin anims to GTA[/table]Thanks to everybody, guys! Edited January 31, 2018 by Wesser Shagg_E and Grichka Bogdanoff 2 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Braindawg Posted December 29, 2008 Share Posted December 29, 2008 (edited) 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. 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 Edited December 29, 2008 by MinnieMan121249 Link to comment Share on other sites More sharing options...
Wesser Posted December 29, 2008 Author Share Posted December 29, 2008 (edited) Don't worry, I know the rules . 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 January 28, 2009 by Wesser 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
coin-god Posted December 30, 2008 Share Posted December 30, 2008 Good to see you finally did it Wess. Link to comment Share on other sites More sharing options...
iBall. Posted January 1, 2009 Share Posted January 1, 2009 I dont get this mod xD. what does it do exactly? Link to comment Share on other sites More sharing options...
gta-fixed Posted January 2, 2009 Share Posted January 2, 2009 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 Link to comment Share on other sites More sharing options...
Function-X- Posted January 3, 2009 Share Posted January 3, 2009 Wow amazing....so now we can have some realistic anims from Endorphin ? anybody did something yet ? i really want to change some anims Link to comment Share on other sites More sharing options...
gta-fixed Posted January 3, 2009 Share Posted January 3, 2009 i'm import the car crash from gta iv to gta san andreas thanks for this tutorial Link to comment Share on other sites More sharing options...
cold fusion 33 Posted January 3, 2009 Share Posted January 3, 2009 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? Link to comment Share on other sites More sharing options...
Maciel Posted January 4, 2009 Share Posted January 4, 2009 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. Link to comment Share on other sites More sharing options...
Function-X- Posted January 4, 2009 Share Posted January 4, 2009 My hopes is really high on this one ,gta really needs a hell of a animation replacements. Good luck guys, please try to do something awesome Link to comment Share on other sites More sharing options...
Maciel Posted January 5, 2009 Share Posted January 5, 2009 due, where is "biped" Link to comment Share on other sites More sharing options...
Wesser Posted January 7, 2009 Author Share Posted January 7, 2009 (edited) 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 January 7, 2009 by Wesser 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
by_manyax Posted January 7, 2009 Share Posted January 7, 2009 rapid rapid rapid :S 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 Link to comment Share on other sites More sharing options...
Wesser Posted January 9, 2009 Author Share Posted January 9, 2009 Added new link. Try to download the file again. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
_Rob_ Posted January 9, 2009 Share Posted January 9, 2009 wow i dont have time to learn it but i cant wait till someone does this for vc Link to comment Share on other sites More sharing options...
Wesser Posted January 9, 2009 Author Share Posted January 9, 2009 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
loczek47 Posted January 10, 2009 Share Posted January 10, 2009 Holy sh*t...this means we can made make GTA3 ALOOOOOOOOT bettter by remaking animations ? :cook Link to comment Share on other sites More sharing options...
aoxsystems Posted January 10, 2009 Share Posted January 10, 2009 any vids? Link to comment Share on other sites More sharing options...
by_manyax Posted January 10, 2009 Share Posted January 10, 2009 Added new link. Try to download the file again. thanks Link to comment Share on other sites More sharing options...
okei Posted January 10, 2009 Share Posted January 10, 2009 any vids? I would also love to see this. Link to comment Share on other sites More sharing options...
_Rob_ Posted January 11, 2009 Share Posted January 11, 2009 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. Link to comment Share on other sites More sharing options...
lorand Posted January 14, 2009 Share Posted January 14, 2009 yeah i wanna see some videos Link to comment Share on other sites More sharing options...
gta-fixed Posted January 21, 2009 Share Posted January 21, 2009 the only what gta sa is missing is physics i will wait for the freefall IV with physic body Link to comment Share on other sites More sharing options...
Wesser Posted January 25, 2009 Author Share Posted January 25, 2009 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
coin-god Posted January 25, 2009 Share Posted January 25, 2009 (edited) 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. Wess. If you get it. i will host it. You should asked me. Edited January 26, 2009 by goin-god Link to comment Share on other sites More sharing options...
Wesser Posted January 28, 2009 Author Share Posted January 28, 2009 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
coin-god Posted January 28, 2009 Share Posted January 28, 2009 Works really good. You are the man I will get some screenies soon. Link to comment Share on other sites More sharing options...
l911 Posted January 29, 2009 Share Posted January 29, 2009 PLEASE POST SOME VIDEOS!!! Link to comment Share on other sites More sharing options...
coin-god Posted January 30, 2009 Share Posted January 30, 2009 Link to comment Share on other sites More sharing options...