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Converting Endorphin anims to GTA


Wesser

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Vicolaships

Works perfectly ! Love you guy blush.gif Thanks a lot

 

 

 

> ! Original tutorial by Wesser ! <

Ce tutoriel est à la porté d'un utilisateur de 3DS max confirmé, il est plus que conseillé d'avoir déjà pratiqué sous ce logiciel

 

1. Matériel requis:

Endorphin (version complète)

3DS max 9

Scripts KAM's

L'archive du tutoriel (cliquez pour télécharger)

 

2. Exporation de l'animation sous Endorphin:

Une fois votre animation terminée cliquez sur File > Export > Choisissez le format CSM, je vais appeler mon animation skate.csm, cliquez sur enregistrer et entrez un scale de 25.9. Vous pouvez fermer endorphin.

 

3. Importation de l'animation sous 3DS max:

 

 

user posted image

 

Ouvrez tout d'abord le fichier biped.max fournis dans l'archive, puis grâce au menu déroulant choisissez les éléments biped (1), puis dans l'onglet Motion (2) chargez votre animation (3), vous devrez alors choisir le bon type d'extension pour le voir apparaitre (4), une fois l'animation chargé une nouvelle fenêtre s'ouvre assurez vous que la conversion soit sur No Key Reduction (5), choisissez les images a importer si vous désirez modifier (6) puis validez (7).

 

 

user posted image

 

Votre animation est chargée mais le personnage est déformé, pour le remettre correctement cliquez sur le bouton Figure Mod (1); puis ouvrez le fichier player.fig (2 et 3). Votre CJ est maintenant de nouveau bien proportionné.

 

Cliquez maintenant sur File > Save Animation (biped doit toujours est séléctionné), je vais appeler l'animation skate.xaf

 

 

user posted image

 

Cliquez sur File puis Reset (n'enregistrez pas les modifications au fichier). Allez ensuite dans l'onglet Utilities (1) pour lancer le script DFF (2), importez (3) le fichier player.dff (4 et 5).

 

 

user posted image

 

Une fois ceci fait faites File > Load Animation, choisissez d'un simple clic votre animation (1)(ici skate.xaf), cliquez sur Get Mapping (2), choisissez Config.xmm (3) et chargez le (4). Cliquez ensuite sur Load Motion (5).

 

Votre animation est chargée et vous pouvez désormais la contempler !

> ! Original tutorial by Wesser ! <

Edited by Vicolaships
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Thanks Vicolaships for your work. You are making my tutorial readable by each users with different languages. French version added at the first post.

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magicsl33

vicolaships

thanks alot smile.gif

i can make it in russian,greek,latvian if anybody want

i have one problem i dont understand what i need to pres in edit mapping

can anybody explain?

Edited by magicsl33
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Vicolaships

 

vicolaships

thanks alot smile.gif

i can make it in russian,greek,latvian if anybody want

i have one problem  i dont understand what i need to pres in edit mapping

can anybody explain?

I have the simplest method wink.gif

 

Just replace this part of the tutorial with my new one:

 

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 botom of the new window like this. Select all the bones that have the same name, one by one, from left to right, by leaving the ones that aren't placed in both ways; then click on "Exact Name" button. After all, click on "Save Mapping As" and type "Jump and dive" as the file name and then to "Load Motion"

 

Select all objects\bones except "Skin_Mesh" and go to File->Select the anim file and click on "Get Mapping" (see picture, number 2) :

 

user posted image

 

Select the config.xmm file (in this archive) , click on Load mapping and then Load Motion.

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magicsl33
vicolaships

thanks alot smile.gif

i can make it in russian,greek,latvian if anybody want

i have one problem   i dont understand what i need to pres in edit mapping

can anybody explain?

I have the simplest method wink.gif

 

Just replace this part of the tutorial with my new one:

 

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 botom of the new window like this. Select all the bones that have the same name, one by one, from left to right, by leaving the ones that aren't placed in both ways; then click on "Exact Name" button. After all, click on "Save Mapping As" and type "Jump and dive" as the file name and then to "Load Motion"

 

Select all objects\bones except "Skin_Mesh" and go to File->Select the anim file and click on "Get Mapping" (see picture, number 2) :

 

user posted image

 

Select the config.xmm file (in this archive) , click on Load mapping and then Load Motion.

man thanks alot smile.gif

it works

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I get this when i try to replace an animation:

runtime error: array index must be a positive number. got: -1.0

I really need help with this. sad.gif Its a death animation i made. But everytime i click it it just gives me that error

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Hey thanks man. I made an update for the last one in which i fixed all those nasty backwards anims. I got 10 anims packed in in one night. FWOOH! I'm pooped but im looking forward to doing alot more anims maybe even the entire thing but ill think about it. Anyways heres the link to the video:

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cattoaster
Hey thanks man. I made an update for the last one in which i fixed all those nasty backwards anims. I got 10 anims packed in in one night. FWOOH! I'm pooped but im looking forward to doing alot more anims maybe even the entire thing but ill think about it. Anyways heres the link to the video:

nice work man, pat yourself on the back biggrin.gif

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I gotta question for the key mapping on the animations. Should I do all the body parts exposed world transform or transform?

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wesser watch my
anim biggrin.gif

Oh, really funny! Added yours too. blush.gif

 

I gotta question for the key mapping on the animations. Should I do all the body parts exposed world transform or transform?

You can even not deselect those options (I mean these). Mine was only a raccomandation. However, deselect all of them without "Transforms" and its "x" and "y" ones, so do the same steps for all animated bones by clicking on "Exact Name" (if the name isn't really exact, choose "Closest Name") and where "Transforms" does not exist, select "World transforms" instead.

 

Edit: I changed it a bit. wink.gif

Edited by Wesser
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Hey thanks. I just wanted to know because my anims swing side to side. But i fixed that. But guess what? With just my luck i encountered another problem. Now the legs are slightly forward with every animation! sad.gif I need to fix this cause I'm planning on releasing a downloadable version for everyone. I dont want everyone have swinging and leg forward anims. PLEASE HELP!

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user posted image

 

This is what it looks like. The legs are supposed to be normal forward but they are slightly forward.

 

I made the maps exactly the way you said and it does this. It doesn't rock side to side though. PLEASE HELP! sad.gifsad.gifsad.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.

hey wesser

where can i change the bones? blush.gif

 

biggrin.gif thanks

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SmoothCrimminal

helo wesser i want to convert endorphin animations to vc and gta3

i understand your tutorial but

where can i select bones for vc and gta3?

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I cannot think on what does this will be different on gta3 or vc. SA skeleton uses the same bones name but only thier number is different (24). So, what's up? If you find it different, pm me a gta3\vc model and I'll see them. wink.gif

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  • 2 weeks later...
Basejumper

good tutorial but i have got problems with this sad.gif and my english is bad. okey, first i export it from endophin as FBX and import it in 3ds max but how i can convert it to a charakte?? i have only in 3ds max the animation without charackter. and how i can make a cleo mod with this animation, i know only with ped.ifp's but i want to make a CLEO mod. i create animations but with 3ds max and this isn't so realistic biggrin.gif javascript:emoticon then endorphin. here is a

video of my mod

 

can someone help me with my problem??

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If you exported the anim as .fbx you should try to import it in 3dsmax, save its animation and then load it to sa biped. I don't think it's a good idea using .fbx. confused.gif

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  • 2 months later...
DaRkMiLlEnIuM

Everything is going fine so far but what .fig file? There is no .fig in that .rar and I wasn't able to save the biped thingy as a .fig. What do I do?

 

( Sorry for the 2 month old bump )

 

EDIT: I found the player.fig in the Completed folder but when I open it, it says "This file is obsolete please re-save it" but something still changes. I don't know if it actually did what it was supposed to do or not.

 

EDIT2: I guess it didn't do anything since I tried continuing the tutorial and it still didn't work...

Edited by DaRkMiLlEnIuM
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So in "biped" group click on pic5 to save the figure transforms (write "player" as the file name

 

Thats what you have to do to save the FIG file. And then be able to open it.

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  • 3 months later...
CrazyDude69

Hi everyone one, i have one problem, when i use .csm to bipped skin, my skin animating right, every part of skin is moving and rotating, then i save that animation, and load it when i selecting player.dff, and when i loaded that, my skin moves, but hands, legs and other parts don't rotating, you can see that on my video:

YouTube

 

**FIXED**

Edited by CrazyDude69
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