manutoo wrote:Hoy hoy !
In case some of you would like to see their strikes incorporated into the official game (*), I'm releasing the following strike styles :
https://www.managames.com/download.php?T ... trikes.rarYou'll need them because in the official game, all strikes within the same family (ie: all 1H-FH, all 2H-FH, all 1H-BH, all 2H-BH) share the same sweet spot ; this is very important as it has an influence on the gameplay.
So if you create some new strikes, you should make their sweet spot (on the frame where the ball hit occurs) to match the one of the strike of the same family bundled in the .rar above.
I didn't put any serve, so for the serve, I give you manually the coordinates of the sweet spot on ball hit : x (width) = 1.05cm ; y (depth) = 1.2cm ; z (height) = 29.4cm
For the rally strikes, your sweet spot :
- x should be within +/- 0.5cm of the official strike (ideally, even within +/- 0.2cm)
- y should be within +/- 1cm
- z is free, but should be somewhat same, as I usually used the most neutral height (ie: can work more or less with low ball & high ball)
For the service, the sweet spot coordinates should all be within +/- 0.2cm, as it's very important to determine the ball trajectory on serve.
Note : everything is scaled x10 once in the game, so 0.5cm in 3ds Max will be 5cm in the game
Important : These anims are also bundled with the 3D mesh ! So it'll be easier for you to feel how the anim works directly within 3ds Max (although, it's always a bit different within the game); it will also help you to avoid smashed body parts, and it'll let you fix the shoulder rotations, if you have the brave to do it (this is the biggest pain in the *ss, as it's very hard to get a perfect result).
In bonus, the 3D mesh of the racket is also present, that could lead to creation of new racket Models if some Modder wants to give it a try ; if you do that, do it in a way that the sweet spot isn't modified (or only by a tiny bit), else it'll be visually wrong while playing with it.
(*) : I'm not sure how & when I'd put your strikes within the game ; we will have to discuss that together, maybe for TE2011 v1.0e in June..? And of course, I would not put any of your strike without your express consent..!

So, I'm now creating animations with the real sweet spot, and after a quick analysis, I'm coming to those sweet spot values (0.2 +/- range) :
BH-1h : x =
8.6 / 9.0, y =
-2.7 / -3.1, z =
10.5 / 10.9BH-2h : x =
7.1 / 7.5, y =
-7.0 / -6.6, z =
9.7 / 10.1BH-slice : x =
7.8 / 8.2, y =
-4.6 / -4.2, z =
8.6 / 9.0FH-1h : x =
-11.6 / -11.2, y =
-3.8 / -3.4, z =
12.4 / 12.8FH-2h : x =
-9.6 / -9.2, y =
-2.0 / -1.6, z =
10.8 / 11.2Serve : x =
0.85 / 1.25, y =
1.0 / 1.4, z =
29.2 / 29.6If any other animator can confirm so we can all agree
Anyway, it will take me a looooooooooong time to convert my old animations with the actual sweet spots, but I'll work on it

I just reupload the biped with the .max file with the meshed up biped file with the following modifications :
- Only first key, with the normal stance
- 17 Frozen elements : arm twists, racquet + bone, toes, right fingers (we don't need them), middle spine (shouldn't be modified IMO), footsteps. They follow the body but can't be modified directly. They can be unfrozen anyway.
- 6 spheres which coordinates "materializes" all sweet spots (i'm not a fan of creating the hitpoint frame, I think it makes the animations less smooth.
How to create those spheres :
1. Go the right panel
2. Click on the "Create" white arrow symbol
3. Click on "Sphere" in object type then develop the "Keyboard Entry"
- Creation Method : Center
- Let other values as is
4. In Keyboard Entry, enter the coordinates of the sweet spot with the average coordinates (ie : x = 8.8, y = -2.9, z = 10.7 for a 1h-BH) and a 0.2cm radius, then click on create.
5. The sphere is created. If you want, you can select it on frame 0 then "freeze selection". It's not necessary but it can be useful. But, don't forget that if you want to unfreeze it, in MAX8, you will have to unfreeze ALL frozen elements and not just one...
6. Now you can make your animation with the center of the racquet passing by this sphere. This will give you the frame without having to actually create it.
7. To be more precise when looking for the right keyframe once your animation is finished, I advise you to upgrade your frame rate to a custom 300 FPS in the time configuration window to have a 0.1 precision keyframe.
8. The number of the frame will be multiplied ten times, so you should divide it by ten to have your hitpoint keyframe (ie : frame 176 => 17.6)
9. Don't forget to erase the Spheres before exporting your animation :p10. To manage the sweet spots, enter "H" in Max, they will appear at the bottom. Double click on one to select it.