TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Fri Nov 24, 2017 2:34 pm

All times are UTC




Post new topic Reply to topic  [ 10 posts ] 
Author Message
PostPosted: Sat Aug 09, 2008 5:20 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10403
Location: Lima, Peru
Here's how to take a rigged Trespasser mesh and use it for an animation in Gmax or 3D Studio MAX.

0.- Get the rigged mesh in TPM format in the first place! Do it properly, in TresEd check the "convert bones" option when exporting, it must be such that it can be opened in TPDC.

1.- Import the mesh into Gmax/3DS MAX with the TPM import MaxScript. If you did step 0 properly, you should see a warning about skins taking a long time to process.

2.- Hide everything except the creature's bones. This includes the physics boxes, the shadow mesh and its bones, and the creature's mesh itself.

3.- Using the "Select and Link" tool, connect the bones, left-clicking on a "child bone", dragging the pointer to its "parent" bone and releasing it, then right-click on the "parent", select "Properties" and click both on "Realign" and "Reset Stretch", then on "OK". Repeat for other bones. Use the alias files from TPDC for reference to determine which bones should be children of which other parent bones. For creatures with double joints, refer to the TPDC preset files, too, since for cosmetic reasons the parent-child relationships for those weren't properly set in the corresponding alias files.

4.- After you're done establishing the bone hierarchy, unhide the creature's mesh. After having realigned the bones in the previous step, the mesh will be severely deformed.

5.- Select the mesh, click on "Editable Mesh". then on the "Skin" modifier, expand the "Advanced Params" section in the right panel, uncheck the "Always Deform" box, then check it again. Save your work.

That's it, now you have a fully animated creature which you can use.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
PostPosted: Sat Aug 09, 2008 6:48 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Mon Apr 24, 2006 12:12 pm
Posts: 2197
Location: Australia
Ah good work, a lengthy process but it will help out alot.

_________________
~ They told me humans weren't real... I proved them wrong.
ImageAnthropology ~ A beautiful tale.
EpicZen
Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!


Top
 Profile  
 
PostPosted: Sat Aug 09, 2008 3:18 pm 
Offline
Albertosaurus
Albertosaurus

Joined: Wed Mar 05, 2003 9:28 pm
Posts: 2257
It actually doesn't seem TOO lengthy. I might have to check it out


Top
 Profile  
 
PostPosted: Sun Aug 10, 2008 5:24 am 
Offline
T-Rex Hunter
T-Rex Hunter
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 9965
Location: Portland, OR
Step 3 sounds like a doozy but I think we can handle it ultimately (mainly concerned about interpreting the alias files, haven't dealt with them yet), thanks. 8)

_________________
Click on Image
(Click on thumbnail for full size)
Image

T-Script Reference / Trespasser Twilight / JP Dark Secrets / Tres File Box

Image Image


Top
 Profile  
 
PostPosted: Sun Aug 17, 2008 2:32 pm 
Offline
Albertosaurus
Albertosaurus

Joined: Mon Jan 10, 2005 10:13 pm
Posts: 2087
Wow, that's pretty sweet!


Top
 Profile  
 
PostPosted: Mon Aug 18, 2008 6:11 am 
Offline
Albertosaurus
Albertosaurus
User avatar

Joined: Mon Apr 24, 2006 12:12 pm
Posts: 2197
Location: Australia
HOLY FRAK!!!

Anyways, I was wondering if we could use this process to... well modify the existing Anne mesh then re-export the .TPM?

_________________
~ They told me humans weren't real... I proved them wrong.
ImageAnthropology ~ A beautiful tale.
EpicZen
Carnivores Hub ~ Need the full games without all the hassle of torrents or viruses? Run on over to EpicZen's Carnivores Hub!


Top
 Profile  
 
PostPosted: Mon Aug 25, 2008 5:14 pm 
Offline
Compsognathus
Compsognathus

Joined: Thu Jul 24, 2003 8:03 pm
Posts: 1040
regarding the alias files found in Tpdc:

Syntax:

Code:
<origname>;<newname>;<parent>;<mirror>;<ratio>

origname = the original bone name
newname = the name displayed in the list box (i.e. the alias)
parent = the parent bone
mirror = the bone on the other side of mirror plane (optional)
ratio = corresponds to the rotationRatio property, but unused AFAIK

In order to be automatically detected, the filename (minus .alias
extension)of the alias file should match the filename (again minus
extension) of the TPM file.


- Remdul

_________________
http://www.asjadm.com


Top
 Profile  
 
PostPosted: Tue Oct 06, 2009 6:01 pm 
Offline
Velociraptor
Velociraptor

Joined: Tue Sep 05, 2006 10:53 am
Posts: 1479
Location: Great Britain :)
I'm trying to follow this tutorial along to have an animatable raptor for a project I'm working on, but I'm getting stuck at step 3.

After I've linked the bones, I right click on the parent, but there's no 'properties' button, only 'object properties', which deals with how light is received etc etc.

I'm using Max 2010, so that might be the cause. Does anybody know what I need to click?

_________________
ImageImage


Top
 Profile  
 
PostPosted: Wed Oct 07, 2009 2:48 pm 
Offline
T-Rex Hunter
T-Rex Hunter
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 9965
Location: Portland, OR
As a note to machf when he sees this, I saw a screen of his Object Properties box and it looked just as I remember it in older versions, so I think some detail is being left out, or else the object is not acting as the same type it's expected to in your tutorial..

_________________
Click on Image
(Click on thumbnail for full size)
Image

T-Script Reference / Trespasser Twilight / JP Dark Secrets / Tres File Box

Image Image


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 10:39 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10403
Location: Lima, Peru
Well, for some reason, the required buttons ("Realign"and "Reset Stretch") are accessed via Animation->Bone Tools
Although according to this page, they should be accessible through right-click->"Options"

https://knowledge.autodesk.com/support/ ... A-htm.html

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

Powered by phpBB® Forum Software © phpBB Group