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Shagg_E

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

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Weaita
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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Shagg_E
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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Weaita

@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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Shagg_E
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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deltaCJ

Any more progress on this tool? Could really use it!

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Shagg_E

@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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deltaCJ

Can this work with SA peds?

 

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Shagg_E

@deltaCJ, Yeah, it should. If you'll find some bugs - tell me via PM.

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Shagg_E

 

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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Shagg_E
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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atay26

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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Shagg_E
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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RoockyGTA
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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