[TE4] Anim Modding SDK !

Everything about Modding the game, from new courts to the modifications of the player & tournament bases (and including all the bugs they may be creating ! ;) )

Re: [TE4] Anim Modding SDK !

Postby manutoo » 27 May 2021, 12:38

nico75,
oops, I had forgotten an important step : open the scene : "Scenes -> AnimTest".
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby nico75 » 27 May 2021, 13:12

manutoo wrote:nico75,
oops, I had forgotten an important step : open the scene : "Scenes -> AnimTest".


Thank you a lot.
Another question : can i use 3DS max V2022 for making animations, or we can only make them with UNITY ?
:D
TE4-ModdingAnimSDK - AnimTest - PC, Mac & Linux Standalone - Unity 2019.4.jpg
User avatar
nico75
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 3759
Gaming Since: 28 Jun 2012, 13:50

Re: [TE4] Anim Modding SDK !

Postby manutoo » 27 May 2021, 13:19

nico75,
you can use any program that can export to .FBX , so any 3DS Max should be ok (except if it's older than 2013, I think).
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby Sillytone » 07 Jun 2021, 10:00

I think i've done something wrong here ... but i don't know any cause of it :( it makes the racquet handle turn over to some degrees
Attachments
wtf.jpg
wtf.jpg (45.93 KiB) Viewed 4168 times
Sillytone
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 319
Gaming Since: 01 Sep 2012, 15:41

Re: [TE4] Anim Modding SDK !

Postby rharm2 » 07 Jun 2021, 10:07

This happened to me, whenever I preview an anim with this model it looks like this however in game it looks fine, it never happens with the TE4 model so maybe is just a bug with the TE3 one.
rharm2
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 196
Gaming Since: 25 Feb 2020, 00:32
Location: United Kingdom

Re: [TE4] Anim Modding SDK !

Postby rharm2 » 07 Jun 2021, 18:05

Manu, when I am converting these anims there always seems to be a slight glitch on forehands when the left arm comes off the racket in preparation, you can see in my video from the other topic, do you know what causes this?
rharm2
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 196
Gaming Since: 25 Feb 2020, 00:32
Location: United Kingdom

Re: [TE4] Anim Modding SDK !

Postby manutoo » 08 Jun 2021, 09:09

Sillytone,
I'm really not sure, but maybe it means your animation has twist bones for the arms and they stand horizontal without moving instead of following the arms. Or something about this. Without checking everything, I cannot guess better... :fear:

rharm2,
this is because the torso, shoulder & arm proportions differ between the 2 players, and thus the hands end in slightly different relative positions.
I did a little system to force the 2nd hand on the handles and racket strings, but when it's somewhere else, it cannot help. (ie: the CalculateOffHandPositioning buttons)
So the only way to fix that at 100% is to reposition the hands on the TE4 bones after have transferred the TE3 animation to it. It's relatively easy to do in 3DS Max and likely can be done in ~20 min per animation, but with other software, I don't know.
If you'd like to try, I can write a little tutorial to do so. :)
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby rharm2 » 08 Jun 2021, 10:19

Sure that would be great, I'm using max now anyway as the fbx export didn't work as well in other software
rharm2
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 196
Gaming Since: 25 Feb 2020, 00:32
Location: United Kingdom

Re: [TE4] Anim Modding SDK !

Postby manutoo » 09 Jun 2021, 09:15

rharm2 & Everybody,
I just added in the 1st post this section : "To transfer a TE2013 anim to the TE4 bone structure".

Let me know if something is unclear..! :blackeye:
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby MarianoEG » 13 Jun 2021, 06:22

manu, any chance to add this moddin tool on Steam? like several games had their sdk there for modding. idk im just asking ':D ':D
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
User avatar
MarianoEG
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 2387
Gaming Since: 28 Dec 2011, 22:15
Location: Corrientes,Argentina

Re: [TE4] Anim Modding SDK !

Postby manutoo » 13 Jun 2021, 06:50

MarianoEG,
it's running with Unity ; I can't "add" Unity to the Steam workshop. Plus the Steam workshop is to upload & download the user-made Mods from the game itself so it's easier to for the non-computer savvy users.
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby manutoo » 12 Jul 2021, 10:59

Release of v0.91 :
- tuned the racket position for "PlayerMale-TE4.max", so now it matches the legacy from TE2013 ; this is required so legacy & new animations will work the same and thus can be mixed together.

So in-game, the engine will slightly correct the racket position, both for the legacy & new anims :
- by +1.43cm on the hand X-axis => in direction of the elbow
- by +0.72cm on the hand local Y-axis => outward the hand palm
- by +0.74cm on the hand Z-axis => direction of the raised thumb
These adjustments are very small and most of the time you won't have to worry about them ; they are done so the racket handle is correctly positioned within the hand palm. (This correction isn't done in the Anim Modding SDK)

So now you should be able to use the TE4 Bone structure to do new anims. If you still notice any issue with the racket, please let me know..! :fear:
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby xk » 05 Oct 2021, 06:01

Do I need to put the finished anim in folder “Animation” or create a new folder “AnimationBundles”?
xk
court stakhanovite
court stakhanovite
 
Messages: 32
Gaming Since: 01 Oct 2021, 06:18
Location: China

Re: [TE4] Anim Modding SDK !

Postby manutoo » 05 Oct 2021, 06:07

xk_te2013/4,
You have your 2 bundle files like this : "Mods/MySuperMod/AnimationBundles/MySuperAnim" & "MySuperAnim.manifest".
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18689
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: [TE4] Anim Modding SDK !

Postby xk » 05 Oct 2021, 07:39

manutoo,
ok,thank you!
xk
court stakhanovite
court stakhanovite
 
Messages: 32
Gaming Since: 01 Oct 2021, 06:18
Location: China

PreviousNext

Return to Modding - TE4

Who is online

Users browsing this forum: No registered users and 1 guest