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[III/VC/SA/IV/V] GTA Chars And Anim Helper 0.91


Shagg_E
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1 minute ago, Shagg_E said:

Can you tell me with what bone you did it and to what game?
I've never had to deal with this problem when I did my characters to VC with classic Kam's scripts.

The bone Root in GTA SA and 3ds max 2012.

 

PS: this tool is f*cking amazing!

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7 hours ago, Weaita said:

The bone Root in GTA SA and 3ds max 2012.

 

PS: this tool is f*cking amazing!

Thanks for all, mate!
I shall bear this info in mind till I release the full version.

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@Shagg_E I have some questions

 

1) If I create a skin of a horse (for example), to create it I need to use exactly the same hierarchy as a skin default? Or can I just use the same name of the bones and their IDs? (with a different hierarchy)

PS: without use male01.dff method

PS.2: for GTA SA

 

2) The difference between the method of cop.dff and  vc_anim.dll is that the second one allows me to add a skin with more bones (to IG) without the other skins being broken?

 

I'm asking this because I've been adapting animations from one game to GTA SA. I have used hierarchies, bones names and IDs different from those of a skin default (and the method male01.dff). It worked very well, but the problem is that I have to replace the male01 skin and the default skins are broken.

 

sa_anim.dll could solve these limitations?

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Quote

1) If I create a skin of a horse (for example), to create it I need to use exactly the same hierarchy as a skin default? Or can I just use the same name of the bones and their IDs? (with a different hierarchy)

PS: without use male01.dff method

PS.2: for GTA SA

Yes, you can use a different hierarchy but with the same names and IDs without replacing male01.dff . It's exactly how I made these clothes in VC without replacing  cop.dff (here the skeleton).

 

Quote

2) The difference between the method of cop.dff and  vc_anim.dll is that the second one allows me to add a skin with more bones (to IG) without the other skins being broken?

Yes, that's it.

 

Quote

I'm asking this because I've been adapting animations from one game to GTA SA. I have used hierarchies, bones names and IDs different from those of a skin default (and the method male01.dff). It worked very well, but the problem is that I have to replace the male01 skin and the default skins are broken.

Well, you have two ways:
1) If you talking about people(more bones for fingers, for hair or face and something like that) - I can advise you to replace every human in your game(give them new hierarchy), so they will never be broken with using male01.dff method. And every guy in your mod will be able to move fingers and so on!

2) But if you talking about something like horses(and you don't want to touch the other characters) - the better way will be replacing horses' skeletons with the new hierarchy but the same amount of bones, same boneIDs, and names.

 

Quote

sa_anim.dll could solve these limitations?

It may, but unfortunately, it doesn't exist ¯\_(ツ)_/¯

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  • 4 months later...

@deltaCJ, I'm working on the new tool that will include all functionality from this one, plus some additional stuff, not just for GTA, but for any animation work.
But I found the last version of THIS "GTA Chars And Anim Helper" tool:
0.91
(for some bug, I cannot edit the first post in this topic)
It contains minor changes plus some bug fixes.

Edited by Shagg_E
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  • 4 weeks later...

 

Making of all-new characters is easy as Boom-Boom-Tap:

 

Edited by Shagg_E
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RestractPrime
57 minutes ago, Shagg_E said:

 

Making of all-new characters is easy as Boom-Boom-Tap:

 

i really got interest on this tool , my question is will this method also works on gta sa building ?

because if it's work i could make really good map with it.

 

good luck for the progress anyway !

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2 hours ago, RestractPrime said:

i really got interest on this tool , my question is will this method also works on gta sa building ?

because if it's work i could make really good map with it.

 

good luck for the progress anyway !

Thanks! It's not a building - it's just a pedestrian with a new skeleton hierarchy. I just attached him to that part of the map and activated new animation.
So yes - it should be possible in SA too.

Edited by Shagg_E
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  • 8 months later...

hey shagg_e, may you make a tutorial of how to make bone hierchary to gta sa like you did with gta vc. that was frickin awesome, i have converted gta iv cutscene animations to gta sa but i want to put it in game like that video you made here: 

 

btw here is what im working on 

 

 

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10 hours ago, atay26 said:

hey shagg_e, may you make a tutorial of how to make bone hierchary to gta sa like you did with gta vc. that was frickin awesome, i have converted gta iv cutscene animations to gta sa but i want to put it in game like that video you made here:

Right now I working on maxscripts, that's why my Cutscenes tutorial is delayed. But the main things are the same as default InGame animations:
1) Use special scripts(IFP_ANPK in this case) to open and save your characters' or objects' animations.
2) Edit the animation like any other animation in the game.

 

To be able to add more bones to your character or to use non-GTA bone hierarchy - just read the "Char Helper" part in the first message of this topic.
To be able to change camera animation - use the SetCamera max script.

 

Here are some scripts you need to work with the cutscenes:
https://mega.nz/file/r2hGHYRK#HKE6fV4o0NrAJHh5DJ9BErV9Fbekv1rGLFS2DHSPIQU
sa_ifp.rar is not related to cutscenes - it's just a more proper script to work with SA's in-game animations. For cutscenes, use IFP_ANPK.
Here is also the help file (IMGTOOL.chm), but it's in Russian(you can translate it through online translators).

 

I also made some fixes to ANPK tool - here they are:
https://mega.nz/file/qqhmzAqY#ZpjJI4CCa296Rj8BVklqmdEC9DiZqNR5Dk__ScgClX0

 

Despite you working with SA, I highly recommend to you to start from VC's cutscenes, because they are not having ".cut" file and I made a clear example of VC's cutscene with all necessary comments:
http://newrockstar.do.am/Tutorials/ExampleVC.rar

 

Here are some additional info about cutscenes, but it's also mostly in Russian, sorry:
http://newrockstar.do.am/Tutorials/CutscenesInfo.rar
I'll try to conclude my work as soon as I can.

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  • 1 month later...
On 6/8/2020 at 8:26, Shagg_E said:

Ahora mismo estoy trabajando en maxscripts, por eso mi tutorial de Cutscenes se retrasa. Pero las cosas principales son las mismas que las animaciones predeterminadas de InGame:
1) Use scripts especiales ( IFP_ANPK en este caso) para abrir y guardar las animaciones de sus personajes u objetos.
2) Edita la animación como cualquier otra animación del juego.

 

Para poder agregar más huesos a tu personaje o usar una jerarquía de huesos que no sea de GTA, simplemente lee la parte " Char Helper " en el primer mensaje de este tema.
Para poder cambiar la animación de la cámara, use el script SetCamera max.

 

Aquí hay algunos scripts que necesita para trabajar con las escenas de corte:
https://mega.nz/file/r2hGHYRK#HKE6fV4o0NrAJHh5DJ9BErV9Fbekv1rGLFS2DHSPIQU
sa_ifp.rar no está relacionado con las escenas de corte; es solo un script más adecuado para trabajar con las animaciones del juego de SA. Para escenas de corte, use IFP_ANPK .
Aquí también está el archivo de ayuda ( IMGTOOL.chm ), pero está en ruso (puede traducirlo a través de traductores en línea).

 

También hice algunas correcciones a la herramienta ANPK , aquí están:
https://mega.nz/file/qqhmzAqY#ZpjJI4CCa296Rj8BVklqmdEC9DiZqNR5Dk__ScgClX0

 

A pesar de que trabajas con SA, te recomiendo encarecidamente que empieces con las escenas de VC, porque no tienen el archivo " .cut " y yo hice un ejemplo claro de la escena de VC con todos los comentarios necesarios:
http://newrockstar.do.am /Tutorials/ExampleVC.rar

 

Aquí hay información adicional sobre las escenas de corte, pero también está principalmente en ruso, lo siento:
http://newrockstar.do.am/Tutorials/CutscenesInfo.rar
Intentaré concluir mi trabajo tan pronto como pueda.

Hi, I'm new, I'm glad I don't know if you speak Spanish, but I would like to know if your script is compatible with the animations of the stories? You will see the gta liberty city stories I think it uses the same file format I mean .IFP instead the vice city stories uses one called .ANIM so I do not know if it can be used since I would like to work with the cinematic animations or cutscenes to adapt al san andreas by the way the script works in the 2010 version of 3ds max and with kams scripts too? And you have tutorials for your script, is that I am more about learning by watching videos or with screenshots than by writing and with what other games does your script work? I think those are all my doubts at the moment great work yours friend I congratulate you I will be attentive to any news greetings
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On 9/30/2020 at 9:55 AM, RoockyGTA said:
Hi, I'm new, I'm glad I don't know if you speak Spanish, but I would like to know if your script is compatible with the animations of the stories? You will see the gta liberty city stories I think it uses the same file format I mean .IFP instead the vice city stories uses one called .ANIM so I do not know if it can be used since I would like to work with the cinematic animations or cutscenes to adapt al san andreas by the way the script works in the 2010 version of 3ds max and with kams scripts too? And you have tutorials for your script, is that I am more about learning by watching videos or with screenshots than by writing and with what other games does your script work? I think those are all my doubts at the moment great work yours friend I congratulate you I will be attentive to any news greetings

This script may be compatible with many games, including LCS/VCS. But it's not the script that can open specific file formats, like .ANIM. It only helps to create/edit the animation, not import/export it into the game format.

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1 hour ago, Shagg_E said:

Este script puede ser compatible con muchos juegos, incluidos LCS / VCS. Pero no es el script el que puede abrir formatos de archivo específicos, como .ANIM. Solo ayuda a crear / editar la animación, no importarla / exportarla al formato del juego.

 

I understand then it is not like the kam script that imports files of IFP format even though yours is used in your script? I mean I saw your channel and the only video tutorial there is is how to convert endorphin animations or do you prefer to finish your script to make a tutorial?
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On 10/2/2020 at 10:04 PM, RoockyGTA said:
I understand then it is not like the kam script that imports files of IFP format even though yours is used in your script? I mean I saw your channel and the only video tutorial there is is how to convert endorphin animations or do you prefer to finish your script to make a tutorial?

No, this script is not for open/save IFP or any other file format. It's only for editing.
I made quick explanations in the first post on this topic. I'll try to make a full tutorial later when I'll finish the whole work. If this tutorial will not be done by someone else before.

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  • 4 weeks later...

hi , guys ! I would like to turn videogame to adrenalin source . I have shosen exactly gta sa because it has more ready-to-go mods than any other game has for today . I , mostly , don't create mods but just edit them . But i edit them so that they bring in game total realism . As today we already have realistic games , gta sa looks too silly . Watch any video from my channel and you shall totally believe in opposite . This is just one of them . So , is it possible to make all 5 fingers moves separatedly ?

 

Edited by jet ranger
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42 minutes ago, jet ranger said:

So , is it possible to make all 5 fingers moves separatedly ?

Nice video! Yes, it's possible to make all 5 fingers to move separately. At least, it's possible in Vice City, so I think it's possible in SA too. But I don't have so much info about it in SA. All the stuff I know - if for VC and I described it in this video. You should be ready to edit and replace all the characters in your game!
Also, see more info about bone hierarchy in the first message of this topic ("Char Helper").

 

Edited by Shagg_E
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  • 4 weeks later...
On 11/1/2020 at 3:44 AM, jet ranger said:

So , is it possible to make all 5 fingers moves separatedly ?

I tested before

 

@Shagg_E I'm trying import cutscene head anims in gta iv. I used ofio but It says Exception unsupported *.onim block type21.. Is it possible to fix it?

Edited by Cleoude
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5 hours ago, Cleoude said:

I tested before

 

Wow, nice work!

  

5 hours ago, Cleoude said:

@Shagg_E I'm trying import cutscene head anims in gta iv. I used ofio but It says Exception unsupported *.onim block type21.. Is it possible to fix it?

To be honest, I don't know. I never worked with GTA IV anims

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  • 3 weeks later...

I got question. Can we import/export animations with using cutscene objects (don't have any bones only cube ones. ex. deagl model from vice city)? 

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2 hours ago, Cleoude said:

I got question. Can we import/export animations with using cutscene objects (don't have any bones only cube ones. ex. deagl model from vice city)? 

Yes, Cutscenes support that. But you need to use special maxscript (ANPK Tool, see "In addition 2 - Cutscenes")

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19 minutes ago, Cleoude said:

 

Nice job! So you edited the ending of that animation of the gun using my maxscript? Or you did it fully manually?

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Just now, Shagg_E said:

Nice job! So you edited the ending of that animation of the gun using my maxscript? Or you did it fully manually?

I imported animations with anpk tool. And I used attach for selected from your max script. I just did phil gives weapon tommy manually. I couldn't find easy way

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7 minutes ago, Cleoude said:

And I used attach for selected from your max script.

Wow, cool! I glad someone except me found it useful :D

 

7 minutes ago, Cleoude said:

I just did phil gives weapon tommy manually. I couldn't find easy way

Yeah, there's no easy way for this, but your current version looks good enough for the game, so it's okay.

Edited by Shagg_E
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15 hours ago, Shagg_E said:

Wow, cool! I glad someone except me found it useful :D

 

Yeah, there's no easy way for this, but your current version looks good enough for the game, so it's okay.

I guess most modder don't mess with animations. But I did that about 15-30 minutes. Also, I did cslighter for gta sa in Body Harvest but I used Tenpenny's skeleton. Now It will easy to add cutscene objects for sa. But Gta vice city uses main scm for it.. Maybe cleo scripts can fix that. I noticed Chefs have not weapon in back alley brawl cutscene...

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