Post by JulioNIB on Dec 18, 2013 9:33:33 GMT -3
Using OpenIV we should select the animation (.wad file) that contains the animation that we want edit. Using the Animation viewer of OpenIV we can find the right name of the animation that we want edit.
Let's say that you want edit one animation that is inside amb@arcade.wad, the animation called play_videogame:
What you need to do is right click the .wad file and click in the option Export to openFormats (.oad) then select a folder to save the file:
A file with extension .oad will be generated and a folder with the category name that will include all anims of that category (.onim file):
Now we need a 3D ped model to use in 3Ds Max to be able to load the anim, using OpenIV we can export for example f_m_business_01 from componentpeds.img, we use same option to export to openFormats right clicking the desired model:
Now in 3Ds Max we should import this model, click in the Utility icon to see the side bar with the OFIO options and find the following option:
Select the .odd file generated by OpenIV and after the load finish you will see the model on screen with some yellow draws that are the bones.
Now to import the animation you need to select a root bone, to do this click in the Schematic view button and a new window should appear:
Inside the new window use mouse scroll and the window scroll bars to find a root bone, for example this one:
This window is a little complicated to handle but using the window scroll you can find what you want
Now let's import the .onim file, in the Utility buttons find the following:
In the next window we should select the animation file:
After loading you will see that the model looks different, here my knowledge about editing anims ends
Until this moment i only know how to import and export, the editing part still a mistery to me.
After finishing editing the animation you need to select the root bone again an use the Export Skel option in the Utility area related to animations (the same used to import), this action will result in a file with the root bone name ending with .onim (in this example uppr_000_u.onim), now you just need to rename it to the original name (in this example is play_videogame.onim) and put inside the folder generated by OpenIV that contains the .onim files overwriting the original.
Now using OpenIV you can import the .oad file and it will read the edited info of the custom .onim file:
Now using the Animation viewer (Tools) of OpenIV you can preview the animation
Thats it for now.
Let's say that you want edit one animation that is inside amb@arcade.wad, the animation called play_videogame:
What you need to do is right click the .wad file and click in the option Export to openFormats (.oad) then select a folder to save the file:
A file with extension .oad will be generated and a folder with the category name that will include all anims of that category (.onim file):
Now we need a 3D ped model to use in 3Ds Max to be able to load the anim, using OpenIV we can export for example f_m_business_01 from componentpeds.img, we use same option to export to openFormats right clicking the desired model:
Now in 3Ds Max we should import this model, click in the Utility icon to see the side bar with the OFIO options and find the following option:
Select the .odd file generated by OpenIV and after the load finish you will see the model on screen with some yellow draws that are the bones.
Now to import the animation you need to select a root bone, to do this click in the Schematic view button and a new window should appear:
Inside the new window use mouse scroll and the window scroll bars to find a root bone, for example this one:
This window is a little complicated to handle but using the window scroll you can find what you want
Now let's import the .onim file, in the Utility buttons find the following:
In the next window we should select the animation file:
After loading you will see that the model looks different, here my knowledge about editing anims ends
Until this moment i only know how to import and export, the editing part still a mistery to me.
After finishing editing the animation you need to select the root bone again an use the Export Skel option in the Utility area related to animations (the same used to import), this action will result in a file with the root bone name ending with .onim (in this example uppr_000_u.onim), now you just need to rename it to the original name (in this example is play_videogame.onim) and put inside the folder generated by OpenIV that contains the .onim files overwriting the original.
Now using OpenIV you can import the .oad file and it will read the edited info of the custom .onim file:
Now using the Animation viewer (Tools) of OpenIV you can preview the animation
Thats it for now.