Oh, it's strange that the one in the folder works, I thought it wasn't the good one, my bad.
Anyway, if it's good for you both, it's good for me too ^^
So, now we can get to more serious things, gentlemen

And, YES, it takes time, and that's why I don't take any requests, but you'll see by yourself.
About the .txt file, it works this way :
For an animation named "abcdef.x", you have an .txt file named "abcdef.txt". This file can be edited with notepad (or Word if one prefers, but it's not necessary)
When you open the abcdef.txt, you have those 3 lines.
- Code: Select all
Anim : abcdef.x // <<< this the name of the corresponding animation file (ie .x file you exported for the animation). It's better to name both the .x file and .txt file similarly.
Info : 00.0 00.0 // <<< depending of the animation, you can have from 1 to 4 numbers to write. Those numbers correspond to specific frames in MAX. More info, below.
Speed : 1.0 // <<< this number just sets the animation's speed. I always let it a 1.0 because, I try to make the animation as fast as in real life, so I don't have to touch this number.
About the info line (i'm just talking about strokes & serves, NOT MOVEMENTS) :
First of all, those number can havez decimals. They can be "in between frames". Myself, I never make the frame when the ball is hit or thrown, I always let the software do it, therefore, you can have those foloowing number : 50.5, 20.3 or even 60.58 if you feel like it's better. It's up to you.
Second, the numbers being specific frames, they're only right if the speed is at 1. The product of "speed x info", should always be the same as the one set with speed 1. So, if you decide to speed up your animation because, it looks too slow, don't forget to change the numbers of info, because if not, they will be wrong with the new speed.
STROKES (2 numbers)
00.0 00.0
A. first number sets the moment when the ball is hit
B. second number sets the "max extension". I don't know what that means but I always write the same number as A.
A and B are often similar, but I saw in some of Manutoo's animations different numbers, so it's not a rule. It may be useful sometimes, but I can't explain when and why. If you want to know, you should ask Manutoo.
SERVES (3 numbers)
10.00 10.0 0.00
A. first number sets the moment when the ball is hit.
B. second number sets the "max extension". See before.
C. third number sets the moment when the ball is supposed to be thown from the hand.
A and B are always bigger than C because, obviously, the ball is thrown before being hit. -_-
SERVE PREPARATION (4 numbers)
1.0 15.0 30.0 17.0
A. first number sets the start of the serve animation. Now I always let 1.0 because when people push the button to serve, I want
B. second number sets the start of the LOOP. This loop is the period when the server makes the ball bounce. What I do is that I
C. third number sets the end of the LOOP
D. fourth number sets the time when the player drop the ball for the bounce.
D should ALWAYS be between B and C, because the ball bounce is IN THE LOOP.
To make the loop proper, the frames of the animation at position 14, 15, 30 and 31 are exactly the same ! This way, you can have a endless loop without glitches (MAX animation can be compared to splines (in mathematics), when two close points have the same coordinates, that makes a straight line meaning that in the animation, nothing moves)). Then, at frame 20, I move the the biped's right arm to the low position. That done, that means that approximatively at frame 17, the ball is dropped which is the fourth number.
That's all for now, folks
