Can we make new strike animations?

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Re: Can we make new strike animations?

Postby Neeky McDeez » 20 Aug 2011, 13:44

Hi Manu,

Just wondering... Instead of the waiting for serve animation, could you give us the ones for serve or any strike ?
I know 3ds, but just a little, so I may not be able to start from scratch. I thought it could be easier to create new animations by starting from a same existing type... I know that's your work and you may not be incline to give them for free but i'm just asking :D
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Re: Can we make new strike animations?

Postby kyuuji » 20 Aug 2011, 15:12

It's what I've asked
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Re: Can we make new strike animations?

Postby noname1988 » 20 Aug 2011, 20:16

...I wish I would have strike and style of Marat Safin... :roll: :roll: :roll: It was very characteristic ...

P.S - this is 6000 post on this forum part..;)
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Re: Can we make new strike animations?

Postby manutoo » 21 Aug 2011, 05:34

Sorry, the Strike animations are top secret material, I won't release them (at least, for now)... :fear:
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Re: Can we make new strike animations?

Postby Neeky McDeez » 12 Sep 2011, 22:24

Hi Manu,

I'm reupping this thread because I need some help :D
I'm trying to work on some animations (some serves to begin with) in Max and want to try them in TE.
My problem is I don't see how I get the .x files to turn into .anim files because Kw xport is only suppose to export the max animation into an .x file right ?
And in which folder should I put them to make it work ?

Thanks
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Re: Can we make new strike animations?

Postby manutoo » 13 Sep 2011, 05:09

Neeko,
look in the .pak where are the .anim (Data -> Models -> Anim...) , and create the similar folders within the "Data" subfolder. Place your .x file there and the engine will load it, convert it & then save it to .anim .
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Re: Can we make new strike animations?

Postby Neeky McDeez » 17 Sep 2011, 19:07

Manu,

I have the same problem as Jesp8000 stated in this thread before.
No matter which options I modify in the exporter, i have either my animation well expressed but face down, or standing but distorted (or not animated at all, doing the Da Vinci pose :D). My head starting to hurt trying to resolve this problem and i'm starting to give up

I know the root of the problem but my knowledge in max is not good enough to overcome it.
Basically, MAX world system has "z" as up, while direct3d has "y" : this causes the animation to be seen in TE as in the MAx top view (where "y" is up).
I don't know how you did it, but either you succeeded to change the matrix in 3ds to have up as "y" or your exporter can do it to properly integrate your animations into TE.

I found some threads in the net speaking about this issue like this one :
http://blog.duber.cz/3ds-max/the-transformation-matrix-is-useful-when-understood
But I don't get how he did it even though it's seems easy.

By the way, i'm not using KW xport but Panda Xporter (who does the same job) because i work with max 2012, but it's not the problem because Jesp8000 used KWX.

Hope you can help :)
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Re: Can we make new strike animations?

Postby manutoo » 18 Sep 2011, 06:05

Neeko,
if I recall well, you have to modify the plugin to invert Y/Z ; it's not done within 3dsMax, it's programming stuff...
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Re: Can we make new strike animations?

Postby MarianoEG » 18 Jan 2012, 02:30

hi manutoo....i can use the 3dsmax 2010 32 bits for animations???? =/
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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