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Thread: Dark Animation Tools - version 1.00

  1. #1
    Member
    Registered: Oct 2004
    Location: Ireland/Poland

    Dark Animation Tools - version 1.00

    Hi All,
    The tools for importing and animating characters in 3dsmax are now available for download:

    http://www.mediafire.com/download/8c...ools_v1.00.zip

    The first release lets you:
    - import AI - mesh and skeleton
    - import motions
    - animate AI using FK/IK blend rig
    - export motions to native format (.mi and .mc file)

    Currently, only biped characters are fully supported. This will change in the next version.

    The downloaded file contains detailed documentation in PDF format.

    I have also recorded some video tutorials available through a playlist on youtube:
    https://www.youtube.com/playlist?lis...Kx0HKtO1h7o0XT

    Note: they come from the beta stage of the toolset, so certain elements of UI may look a bit different, but overall it's the same thing.

    You need some version of 3dsmax 2012 or higher for the scripts to work. (3dsmax 2010 and 2011 should work as well, but were not extensively tested).

    If you have any questions, let me know or just post below.

    Thanks and happy animating!


  2. #2
    Member
    Registered: Sep 2013
    Congratulations on the release!

  3. #3
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Thanks nemyax for beta-testing!

  4. #4
    Member
    Registered: Jan 2004
    Location: Toronto, Canada
    Quote Originally Posted by PinkDot View Post
    Thanks nemyax for beta-testing!
    This is the greatest achievement since the wheel!


    Can I PLEASE BEG a favour?

    Can you please make a very short, very simple video demonstrating 1 example of doing every step from beginning to end using max, (install, import, using max's animation system to add skeleton, animate, export) or whatever the barebones sequence is to use this? I definitely plan to take full advantage of this but am notoriously bad at learning new abstract concepts by myself or from written instructions. Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!

  5. #5
    Member
    Registered: Jan 2004
    Location: Toronto, Canada
    Quote Originally Posted by RocketMan View Post
    This is the greatest achievement since the wheel!


    Can I PLEASE BEG a favour?

    Can you please make a very short, very simple video demonstrating 1 example of doing every step from beginning to end using max, (install, import, using max's animation system to add skeleton, animate, export) or whatever the barebones sequence is to use this? I definitely plan to take full advantage of this but am notoriously bad at learning new abstract concepts by myself or from written instructions. Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!
    ...and I just realized how dumb I must have just sounded because you put up tutorials and I totally power-read the post and missed it because it was THAT exciting. I feel stupid.

  6. #6
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.

  7. #7
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Quote Originally Posted by RocketMan
    and I just realized how dumb I must have just sounded because you put up tutorials and I totally power-read the post and missed it because it was THAT exciting. I feel stupid.
    Ha, ha - no worries.
    The videos are rather slow paced, so should be hopefully easy to follow.

    Especially with respect to this, "- animate AI using FK/IK blend rig", I haven't got a clue
    FK - Forward Kinematics. IK - Inverse Kinematics. These are basic concepts in animation and rigging. Forward Kinematics means that parent moves a child - shoulder moves elbow, elbow moves wrist etc... It's a basic and intuitive concept.
    IK on the other hand means that it's the child that drives the parent. If your leg is in IK mode and you move a feet, it will rotate calf and tigh. If you move pelvis, the foot will stay where it is (eg. on the ground) and again the calf and tigh will be repositioned. So that can prevent all those floating legs, which we can observe in the THief 2 existing animations (eg. in idle animations).
    Hope that clarifies things a bit.

    Quote Originally Posted by Yandros
    Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.
    Cheers. Yeah, existing tools were very rough, so to speak. Now the only limitations are the dark engine limitations.

  8. #8
    Member
    Registered: Sep 2013
    Quote Originally Posted by RocketMan View Post
    "- animate AI using FK/IK blend rig", I haven't got a clue and would really benefit from a demonstration!
    Use IK for a jab; use FK for a haymaker. You get the idea =)

  9. #9
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Yandros View Post
    Thanks so much for this and all your work, PinkDot! I may finally take the plunge with it and try to learn how to do motions, which I've always shied away from.
    Me too. But I don't speak 3ds Max. We'll see how far I can get.

  10. #10
    Member
    Registered: Nov 2003
    Location: Missoula, MT
    This is awesome! Sure beats the hell out of trying to get motions out of a white stick figure. Looks like I need to get out of my comfort zone of using anim8or for models, and start learning to use 3ds Max.

  11. #11
    Member
    Registered: Sep 2002
    Location: swirling in the night wind
    Wow - this looks awesome! Something totally new to confound the pants off me - can't wait to dive in!

  12. #12
    Member
    Registered: May 2004
    Location: Germany
    Quote Originally Posted by PinkDot View Post
    The videos are rather slow paced, so should be hopefully easy to follow.
    Indeed the videos are very easy to follow from what I saw and you don't need to be a 3ds max pro to go through the process. Just follow the guide and make a small easy animation and try it out. I hope from now on every FM will have its custom animations too Or even better: an 3D HD model pack with complete animation overhaul

  13. #13
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by SeriousToni View Post
    ... complete animation overhaul
    My dream is to have the original motions redone, if only they look slightly different, to regain some unexpected feelings and immersion. It would be a quick replace if I can get some motion capture going. Just a dream for now.

  14. #14
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    My dream is to have the original motions redone, if only they look slightly different, to regain some unexpected feelings and immersion. It would be a quick replace if I can get some motion capture going. Just a dream for now.
    Motion capture systems get simpler, cheaper and more accesible, so you never know...
    I think I might add on my to-do list some BVH import functionality... And maybe some other formats too - there's a lot of ready animations out-there on the internet and it would definitely be easier option in lot of cases to be able to convert them, rather than to animate from scratch.

  15. #15
    Member
    Registered: May 2004
    Location: Germany
    Did someone already accomplish to import and export some ready-made animations yet? Would be interesting to see a guard having an alternate walk style or something.

  16. #16
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    Just in case the original link disappears:

    http://www.southquarter.com/download...ools_v1.00.zip

  17. #17
    Moderator
    Registered: Jul 2008
    Thank you, Brethren!

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