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  1. #1
    Member Member KnightErrant's Avatar
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    Default Animation Utilities: Version 1.1

    I've posted a release of the animation utilities here:

    http://www.twcenter.net/forums/showthread.php?t=105527

    The release includes a User's Guide and Tutorial for putting
    non-standard skeleton units in game. An updated meshconverter
    (version 1_0_4) is included for getting meshes with extra bones back
    in-game.

    As noted in the other forum, I'll be out of town until June 30. Sorry to
    post and run, please leave any bug reports in this thread or the other
    and I'll look at them as soon as I get back.

  2. #2
    Senior Member Senior Member Caliban's Avatar
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    Default Re: Animation Utilities: Version 1.1

    Another quality KE release, gw!

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animation Utilities: Version 1.1

    Very good

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Animation Utilities: Version 1.1

    @Caliban and Alpaca,

    Many thanks guys, Don't know if we are done with animations.
    Flying units maybe, if not, I'm ready for settlements if Alpaca
    can point me to the right place.

    Great to be back, summer-time, summer-time, yeah, yeah, summer-time....

    (Got a cool reference for Python, reading now, classes and GUIs coming soon.)

    Oh yeah, I know how to have fun.

    KE

  5. #5

    Default Re: Animation Utilities: Version 1.1

    Going to go and have a go at putting some tails on the skaven!
    Careless Orc Costs Lives!

  6. #6
    Member Member KnightErrant's Avatar
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    Default Re: Animation Utilities: Version 1.1

    Excellent, can't wait to see.

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animation Utilities: Version 1.1

    Quote Originally Posted by KnightErrant
    @Caliban and Alpaca,

    Many thanks guys, Don't know if we are done with animations.
    Flying units maybe, if not, I'm ready for settlements if Alpaca
    can point me to the right place.

    Great to be back, summer-time, summer-time, yeah, yeah, summer-time....

    (Got a cool reference for Python, reading now, classes and GUIs coming soon.)

    Oh yeah, I know how to have fun.

    KE
    Well I can write down what I remember of the stuff Caliban told me about them when I have a bit of time (not atm), but it'd of course be much better if we got first-hand info on them so I'll write him an email asking whether he can post a bit of info about it and maybe an example 3dsmax file or two.

  8. #8
    Member Member KnightErrant's Avatar
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    Default Re: Animation Utilities: Version 1.1

    @alpaca
    I'd be most appreciative. Had a quick look in the
    .world file for ne_village. Looks like a .mesh file with
    some odd data blocks at the top. After that it looks like tri groups
    with some granny strings in between, then vertices, and then some texture
    paths. If Caliban could provide clues like sample .xml files as he did
    with the .mesh format it would certainly help sort things out.

  9. #9
    Lanza Longa Member _mas_'s Avatar
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    Default Re: Animation Utilities: Version 1.1

    Knight Errant,

    Meanwhile thank you for your work on Mtw2 animation file...

    Following your guide I had this trouble:
    ....with an infantry mesh/ms3d + infantry animation cas all works.
    Oh i have python 2.5.2 and Mtw2 1.1.
    PS:Only now I see that I have an old meshconverter version, I Try with the 1.03.
    Thank for your support
    Last edited by _mas_; 04-22-2008 at 15:39.

  10. #10
    Member Member KnightErrant's Avatar
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    Default Re: Animation Utilities: Version 1.1

    Hi _mas_,

    Sorry, this spring I seem to have no time. From the DOS box
    screen shot those are horse bones. What unit file and animation
    file are you trying to merge? Might be the cas file can't sync up
    to the .ms3d file if the skeletons are different. Just a guess.

    Regards,

    KE

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