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AndrewMulti

[REL] Andrew's OAD Exporter 0.9

Recommended Posts

AndrewMulti

Updated!

1) Added light animation export

2) Added choice in character animation export between cutscene and in-game characters

3) Fixed some bugs

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boblester122

Amazing Script/Tool ! inlove.gif

but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.

user posted image

what are those missing dlls?

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Jestic
Amazing Script/Tool ! inlove.gif

but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.

user posted image

what are those missing dlls?

Those are from OFT. Install GIMS Evo

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boblester122
<!--SC--><!--SS--><!--SS-->Amazing Script/Tool !  inlove.gif<!--ES--><!--EC--><!--ES-->

but i am having a trouble opening your 'skel_gta4.max' as i open it on 3ds max 2013 and 2010.

user posted image

what are those missing dlls?

Those are from OFT. Install GIMS Evo

it's fixed thank you smile.gif

and oh.. there's another thing.

i made a animation from the biped scene that comes from the downloaded script.

i exported and applied it to gta 4 bones by exporting the biped character into fbx (like the author says on his readme file)

but i encountered this error when exporting the animation.

user posted image

any solutions?

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AndrewMulti

Script works in 3ds Max 9-2012

Update script because OpenIV 1.5 using new structure of text-based anims

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AndrewMulti

Updated!

 

Fixed camera zoom export

 

Download:

v1.2.1 - click here

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quechus13

Would somebody explain how the Type128 Helper works??

 

Nobody seems to explain it sad.gif

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boblester122
Script works in 3ds Max 9-2012

Update script because OpenIV 1.5 using new structure of text-based anims

everything works now, thank you.

and for the others who encountered this problem, here's the requirements:

*3ds max 2012 (3ds max 9 is good, but GIMS evo and 3ds max scenes from the downloaded script might not gonna work)

*GIMS evo

cheers! cookie.gif

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jafar3d

hi Andrw Multi

Edited by jafar3d

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AndrewMulti

Small update.
When I create

cutscene, I noticed some sh*t. Cutscene characters (ex. cs_roman_d) have a little different hierarchy of skeleton.
KyF5.jpg

If apply animation on another skeleton, you can get this:
KwKn.png

Therefore will store two bipeds and two skels in the archive.
Download: click here

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stef538

that cutscene you did was amazing, please tell us how you did it (with the camera etc) (or make a tutorial) did you build niko's appartment in 3ds max or something ? because i'm really curious how you did it :)

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maro_hannover

Please Andrew!

How you made The Cutscenes. I already studied all the cutscene documentaion in .cut and .dat files. i am not asking about animation. Animation i am using Endorphin.

Please Tell Us How to Make Cutscenes. Please. The Pulp Fiction Cutscene Killed Me!

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maro_hannover

Andrew where do i get Cutscene Skleton?

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AndrewMulti

Andrew where do i get Cutscene Skleton?

Here

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AndrewMulti

can you help me set the ID of bones for a custom object? this is the project case you want take a look: http://puu.sh/cm5j7/dcebd1f539.zip

You can set random ID for every bone (ex. 15001, 15002, etc.).

Enter in Object Properties->User Defined: id = 15001

Edited by AndrewMulti

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julionib

nice, it's working now, but i had to select the bones (to add to that box before export) in the order of their ID numbers:

http://puu.sh/cmGjD/2b64b7de25.png

otherwise it ignores some of the bones

now i can create my little robot, thx :)

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julionib

One more question: Is possible animate .wft objects?

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Zolika1351
Posted (edited)

Sorry for bumping this but literally every single link is down. Found download on GTAGarage, but I have 1 problem. When exporting an in-game animation it throws this error: Array index must be positive number, got 0.

in line 458.

I fixed that error, and now OpenIV has several problems importing it. After fixing version numbers, renaming strings, and some other things, OpenIV crashes when exporting with a List index out of bounds (1) error.

Edited by Zolika1351

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