|
Current Projects
|
|
Topic Started: Feb 15 2014, 07:38 AM (241,648 Views)
|
|
HENDRIX
|
Jan 14 2015, 09:37 AM
Post #811
|
-retired-
- Posts:
- 3,305
- Group:
- Trainees
- Member
- #577
- Joined:
- Jul 9, 2013
- Country
- Germany
- Sex
- Male
- Age
- 23
|
Updated BFB scripts for easier NIF to BFB conversion!- Quote:
-
v0.4: -Imports Decal_0 texture slots (blinking), also follows the simpler UV layer naming convention for BFB scripts, so materials can be exported to BFB (or BFMAT, to be exact) without any edits. That means an animal can be converted to BFB simply by importing a NIF, adding a capsule collider and exporting to BFB.
Dropbox / Google Drive
|
|
|
| |
|
Denomon3144
|
Jan 14 2015, 04:41 PM
Post #812
|
Pick a god and pray!
- Posts:
- 1,254
- Group:
- Trainees
- Member
- #368
- Joined:
- May 27, 2013
- Country
- United States
- Sex
- Male
- Real Name
- Austin
- Age
- 16
|
The Thylacine looks brilliant! I just have one question; is the Thylacine part of Radical Remake, a solo-project, or PU?
|
|
|
| |
|
Wolverale12
|
Jan 14 2015, 05:00 PM
Post #813
|
ZT1 Designer on hiatus
- Posts:
- 870
- Group:
- Trainees
- Member
- #249
- Joined:
- Apr 21, 2013
- Country
- United States
- Sex
- Male
- Real Name
- Austin
- Age
- 23
|
- HENDRIX
- Jan 10 2015, 08:31 PM
Today marks the second anniversary of the passing of legendary ZT1 designer Tasmanian_tiger / Taz. This is especially sad for me considering I never knew of this and her creations were one of the reasons why I even got into ZT1 designing [RSN was the other designer that made me want to design for ZT1].
|
|
|
| |
|
Okapi Rainforest
|
Jan 14 2015, 11:11 PM
Post #814
|
- Posts:
- 323
- Group:
- Maintenance Workers
- Member
- #101
- Joined:
- Mar 7, 2013
- Country
- Venezuela
- Real Name
- Diego Padron
- Age
- 19
|
Didn't know about the tutorial videos Definitely going to try modeling that way now. Thanks for everything so far! Your doing great explaining everything.
|
|
|
| |
|
toofanny
|
Jan 15 2015, 05:41 PM
Post #815
|
- Posts:
- 102
- Group:
- Junior Members
- Member
- #847
- Joined:
- Aug 30, 2013
|
These last posts made me walk back some years of my life! The best honor I can give her is having her downloads still installed in my pc and playing ZT1 from time to time and still filling amazed of the work she did and fill like a kid again.
Great gesture from your part Hendrix (DM)
RIP
|
|
|
| |
|
TyranntX
|
Jan 16 2015, 12:53 AM
Post #816
|
- Posts:
- 72
- Group:
- Junior Members
- Member
- #3,435
- Joined:
- Jan 14, 2015
- Sex
- Male
- Real Name
- Justin Gravelle
- Age
- 22
|
I never knew you friend, but you have my condolances
|
|
|
| |
|
Lelka
|
Jan 17 2015, 04:13 AM
Post #817
|
- Posts:
- 372
- Group:
- Maintenance Workers
- Member
- #854
- Joined:
- Sep 1, 2013
- Country
- Korea
- Sex
- Male
- Real Name
- Jung Ki Seok
- Age
- changes
|
The scripts doesn't work for me? I unzipped in the proper folder, but I couldn't import the model. Doesn't the script enable me to import .bfb?
|
|
|
| |
|
HENDRIX
|
Jan 17 2015, 06:19 AM
Post #818
|
-retired-
- Posts:
- 3,305
- Group:
- Trainees
- Member
- #577
- Joined:
- Jul 9, 2013
- Country
- Germany
- Sex
- Male
- Age
- 23
|
It does that and should work. Do you get the new menu buttons? If not, you probably did something wrong, perhaps your blender looks for the scripts in another place (user data on installation).
|
|
|
| |
|
Lelka
|
Jan 17 2015, 07:46 AM
Post #819
|
- Posts:
- 372
- Group:
- Maintenance Workers
- Member
- #854
- Joined:
- Sep 1, 2013
- Country
- Korea
- Sex
- Male
- Real Name
- Jung Ki Seok
- Age
- changes
|
- HENDRIX
- Jan 17 2015, 06:19 AM
It does that and should work. Do you get the new menu buttons? If not, you probably did something wrong, perhaps your blender looks for the scripts in another place (user data on installation).  Tried again now it works, thanks!
|
|
|
| |
|
HENDRIX
|
Jan 19 2015, 08:52 AM
Post #820
|
-retired-
- Posts:
- 3,305
- Group:
- Trainees
- Member
- #577
- Joined:
- Jul 9, 2013
- Country
- Germany
- Sex
- Male
- Age
- 23
|
Just created a utility script that created all turning animations for all desired locomotion anims! Very useful and a great timesaver. At the moment it only deals with the IK controllers and Bip01, but I plan to incorporate slight spine and tail bending too...
|
|
|
| |
|
Bill
|
Jan 19 2015, 09:45 AM
Post #821
|
originally, one_piece
- Posts:
- 1,135
- Group:
- VIPs
- Member
- #451
- Joined:
- Jun 15, 2013
- Country
- Vietnam
- Sex
- Male
- Age
- 19
|
that is awesome! and very very useful indeed! can't wait!
|
|
|
| |
|
HENDRIX
|
Jan 19 2015, 09:48 AM
Post #822
|
-retired-
- Posts:
- 3,305
- Group:
- Trainees
- Member
- #577
- Joined:
- Jul 9, 2013
- Country
- Germany
- Sex
- Male
- Age
- 23
|
So that works now too, just gotta build a small UI so the parameters can be set without having to edit the script ;P
|
|
|
| |
|
HENDRIX
|
Jan 19 2015, 10:34 AM
Post #823
|
-retired-
- Posts:
- 3,305
- Group:
- Trainees
- Member
- #577
- Joined:
- Jul 9, 2013
- Country
- Germany
- Sex
- Male
- Age
- 23
|
Here is it - Nif scripts modification v1.1
Spoiler: click to toggle BF Import Script v0.2 & BF Export Script v0.5 & Nif Scripts ZT2 Modification v0.3 & Remove Scale IPOs v0.1 & Delete actions v0.1 &Delete bone channel v0.1 & Track movement to ground v0.1 & Patched "Bake Actions" script & Create Turning Animations v0.1
Unzip into C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\ to install.
Create Turning Animations v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Create Turning Animations.
This script generates turn animation for all desired locomotion anim sets and for all desired angles, bending the spine and tail for a natural look.
Patched "Bake Actions" script v0.1 by Roger Wickes, modified by HENDRIX
When animating with constraints, put an * in front of your action name. This script bakes all actions marked with *, eg. "*Walk_Ahead". The result is the IK-free and technically export-ready anim "Walk_Ahead". You should run the "Clean Animation Curves" to reduce file size.
Changelog: v0.1: -aforementioned modifications
BF Import Script v0.2 by HENDRIX, integrated into the original nif scripts by Niftools.
Access from File > Import > NetImmerse/Gamebryo (.nif & .kf & .egm & .bf)
Note: This script is not stand-alone like the export script, but had to be integrated into the NIF IMPORT SCRIPT to access some matrices. So to import BF anims you need a complementary NIF file!!
Create a new, blank blender file. Put the BF file(s) you want to import into "C:/BF Import". I advise you to rename them, so they have a short name (eg. Gelada_Adult_F_GroomOther_GroomHead.bf => GroomOther_GroomHead.bf). Start the Nif Import script. Select the suitable .nif file for the animations. Activate the "Import BF Animations" option in the import tab. The script will import all BF files from "C:/BF Import" into blender and create an action for each.
Changelog: v0.2: -MUCH faster import (10+ times the previous speed) -Import frames per second rate uses blender fps value, fixes wrong speed in NTSC regions v0.1: -Initial BF import support
BF Export Script v0.5 by HENDRIX using functions from the original nif scripts by Niftools.
Access from File > Export > BlueFang animation (.BF).
Exports animations in .BF format which can instantly be used for Zoo Tycoon 2 without any manual edits. There is no User interface (yet, maybe later once we have options for exporting), the script goes over each action and exports a .BF file for each into "C:/BF Export".
Changelog: v0.5: -bug fixed on exporting batch processed anims v0.4: -support for rotation- or translation-only bones added, exporting one of those gave severe deformations before -Export frames per second rate uses blender fps value, fixes wrong speed and pauses in NTSC regions v0.3: -The script now exports the largest anim end value, unlike before when you had IPOs with only one key you'd get 1-frame BFs. Also now all keys are exported, no matter whether they're in the Blender animation range or not. -A popup appears for important stuff, unlike before where it was only printed to the console. v0.2: -Console writes better information, events that previously crashed now create a warning instead and finally the files are exported into C:/BF Export for now. The folder is created if it doesn't exist, unlike in the previous version where it crashed. v0.1: -Only rotation and translation keys with linear interpolation are supported for now.
Nif Scripts ZT2 Modification v0.4 by HENDRIX using the original nif scripts by Niftools.
Changelog:
v0.4: -Imports Decal_0 texture slots (blinking), also follows the simpler UV layer naming convention for BFB scripts, so materials can be exported to BFB (or BFMAT, to be exact) without any edits. That means an animal can be converted to BFB simply by importing a NIF, adding a capsule collider and exporting to BFB.
v0.3: -New Export option: 5 different options for normals: true normals, projected normals from orgin, and X, Y & Z up. The last three are used for billboards, depending on how the parent is rotated, choose the one that points up. In most cases, it is Y up.
v0.2: -Bug fixed: exporting armature without an action crashed the script
-New Export option: Project normals from origin, used to fix the shading on foliage.
v0.1: Import/Export settings: -OK & Cancel Buttons moved to the very top so it can be exported from small windows -Alpha Property is automatically configured for a solid alpha
KF export functions: -gets start & end time from the action's IPO, you don't have to worry about the animation length. -gets the file name from the active action's name, so you don't have to worry about the file name. => Directly usable ingame after conversion by VerdantGregor's conversion program.
Remove Scale IPOs v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Remove Scale IPOs.
Use to remove all scales IPO curves from your scene to avoid the rounding of scaling during conversion to KF and thus avoid scaling errors caused by that.
Delete actions v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Delete actions.
Delete all actions containing the words entered in the popup. It is case-sensitive: eg. entering "walk" does nothing, but entering "Walk" deletes "Stand_2Walk", "Walk_2Stand", "Walk_Ahead", "Walk_Left" & "Walk_Right".
The deleted actions will be gone after saving and reopening the file.
Delete bone channel v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Delete bone channel.
Delete a bone channel [Exact name!!] from all actions, for example to remove unused bone channels to minimize file size or if one certain bone causes distortions everyhwere.
Track movement to ground v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Track movement to ground.
Use if you want to fix feet wobbling over the ground. Only useful for animations where each at least one foot on the ground the whole time.
Enter the names of the foot bones to be tracked in the popup, by default both Toe0 bones. If you have two bones, the result is interpolated between both. Use that if both feet are on the ground all the time.
If you just want to use one foot for tracking, for example if the animal lifts the other foot to scratch itself, only name the foot that should be tracked and simply delete the other name (or rename it to something that does not exist as a node) in the popup of the other foot.
Bake Constraints edits v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Bake Constraints.
Baked actions are now named "originalaction_B" instead of "originalarmature" and are automatically set to F (fake user) to avoid them being deleted by blender.
- Quote:
-
Create Turning Animations v0.1 by HENDRIX
Access from Scripts window, Scripts > Animation > Create Turning Animations.
This script generates turn animation for all desired locomotion anim sets and for all desired angles, bending the spine and tail for a natural look.
Download
|
|
|
| |
|
the dark phoenix
|
Jan 19 2015, 07:08 PM
Post #824
|
King of wonderlandia
- Posts:
- 2,674
- Group:
- Trainees
- Member
- #746
- Joined:
- Aug 8, 2013
- Country
- United States
- Sex
- Male
- Real Name
- Ben
- Age
- 21
|
I only played the demo of ZT1 and I don't own it so I don't have the honor of playing her DLs.
RIP to one of the franchises pioneers and inspiration to today's designers.
|
|
|
| |
|
danl
|
Jan 19 2015, 09:05 PM
Post #825
|
- Posts:
- 393
- Group:
- Maintenance Workers
- Member
- #238
- Joined:
- Apr 19, 2013
- Sex
- Male
- Real Name
- daniel
- Age
- 25
|
I can't belive she actualy died.. i think i remeber seeing her to possibly here? and im very glad of DM makeing it in honor of her and such i am probely gonna use this when its finaly finished looking forward to its future updates. : o
|
|
|
| |
| 2 users reading this topic (2 Guests and 0 Anonymous)
|