[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".
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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
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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).
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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
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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.
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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?
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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. :)
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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
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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:
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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/
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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.
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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:
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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”?
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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".
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Re: [TE4] Anim Modding SDK !

Postby xk » 05 Oct 2021, 07:39

manutoo,
ok,thank you!
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