Author Topic: Export animation blocks as X, Y, Z + rotation?  (Read 1031 times)

james

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Export animation blocks as X, Y, Z + rotation?
« on: October 26, 2014, 01:02:50 am »
Hi Leo! I sent you an email but was unsure if it was the correct address, so posting here seems better.

I'm currently working with a HL1 mod based on Resident Evil and your tool is great. However, the ability to export the animations out into a format I can then convert to HL .smd animations would be really, really useful.

I was thinking perhaps if it just dumped out the current animation's bone index, bone pos (x, y, z) and bone rotation (x, y, z) then I could write my own script to convert it to .smd animation. For this to work I would also need to know the pivot position of each part of the model too. HL's format for animations is in plain text like this:

boneIndex Xpos Ypos Zpos Xrot Yrot Zrot

Any help you could provide would be much appreciated. Thanks!

james

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #1 on: October 28, 2014, 06:31:59 pm »
I tried looking into this myself and wrote a quick tool for reading .EDR and .EMR files. I had no problem extracting some of the info from the EDD (I looked at ResidentEvilArtist's .pdf to try and understand the file format) but I cannot seem to figure out the .EMR format. I believe this is where the animation info stored (all the angles of each bone for each frame).

Any assistance would be greatly appreciated! Either with a description of RE2's .emr so I can extract the animation info and convert it to .smd myself, or if you were kind enough to add support to this to RE2MV.

For compensation, I noticed that you're using MediaFire and other websites for uploading files. I can offer you a place to upload your files. I run a website where we host mods of HL but it's no problem to set up a space to host your files too, so people don't accidentally download that Download Manager or anything.

Leo2236

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #2 on: November 05, 2014, 05:59:36 pm »
Sorry for the late reply @james, I'll try to do something about your request as soon as I can, most likely I'll add an option to RE2MV that would allow to export selected animations  to .TXT so then you could use it as you want. 
« Last Edit: November 05, 2014, 06:16:17 pm by Leo2236 »
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

james

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #3 on: November 05, 2014, 07:29:11 pm »
That sounds great Leo, thanks for the reply! I would be glad to give some feedback to you if you implement this. :)

tugaevil15

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #4 on: May 01, 2015, 01:43:15 pm »
Cool tool. to bad that the RE2MV can not export animation to editor in other 3D app. I hope in the future that support.
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james

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #5 on: June 05, 2015, 02:50:16 pm »
Hi Leo. Was there any progress on this? It would be extremely useful for my fangame I'm working on. You can see my progress so far here.

I've coded a lot of Resident Evil stuff, but now it's time to set up the player animations to move from 1st person to 3rd person. The ability to export animations from RE2 would solve that problem.

Again, I can offer you a space to upload all your files if you need (or website hosting), so you don't need to use DataFileHost.

Thanks,
James

tugaevil15

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #6 on: June 06, 2015, 07:52:55 pm »
Cool:) are you using unity 3D or unreal?
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james

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #7 on: June 06, 2015, 07:59:31 pm »
Neither actually. I'm using the Xash engine, which is an open-source remake of the Half-Life 1 engine. I don't need the power of Unreal or Unity for making old-school Resident Evil. :)

Leo2236

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #8 on: June 06, 2015, 09:15:46 pm »
Sorry for the late reply James, I've already start working on the RE2MV so it could export it's animations to TXT also I'm working on plug-in for 3dsmax that should be able to import animations from RE2MV to 3dsmax, I'll let you know about the progress ;)
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

tugaevil15

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #9 on: June 06, 2015, 10:40:32 pm »
Neither actually. I'm using the Xash engine, which is an open-source remake of the Half-Life 1 engine. I don't need the power of Unreal or Unity for making old-school Resident Evil. :)

I know:)

Sorry for the late reply James, I've already start working on the RE2MV so it could export it's animations to TXT also I'm working on plug-in for 3dsmax that should be able to import animations from RE2MV to 3dsmax, I'll let you know about the progress ;)

For what version of 3D Studio Max will be the plug-in?
I have in my machine the Autodesk 3ds Max 2012 32-bit.
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Leo2236

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #10 on: June 06, 2015, 10:53:40 pm »
For what version of 3D Studio Max will be the plug-in?
I have in my machine the Autodesk 3ds Max 2012 32-bit.
I'm using 3dsmax 8 to test it but probably it will work in the newer versions as well and maybe in the older versions too!?  ???
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

tugaevil15

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #11 on: June 07, 2015, 12:36:52 am »
For what version of 3D Studio Max will be the plug-in?
I have in my machine the Autodesk 3ds Max 2012 32-bit.
I'm using 3dsmax 8 to test it but probably it will work in the newer versions as well and maybe in the older versions too!?  ???

Tks for the reply :)
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VirusPunk

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #12 on: July 06, 2015, 02:39:53 am »
Any progress on this? I wanted to take a shot at seeing if I can build an RE2 animation script for Max, but won't go through with it if you already made some swift progress on it. It would be some sort of EDD/EMR importer but not exporter. I mainly just want the animations and bones imported so I can export them to .X or .FBX for use in my own engine.

Leo2236

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #13 on: August 17, 2015, 03:37:56 am »
Basically I've done it a while ago but couldn't upload it sooner, so I'll upload RE2MV v1.3b soon enough which will allow to export any animation that playing well in the tool and then you could import it to 3dsmax using plug-in that I wrote too and it'll be alone with the RE2MV :)
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

tugaevil15

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Re: Export animation blocks as X, Y, Z + rotation?
« Reply #14 on: August 17, 2015, 11:47:45 pm »
Cool:)
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