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Old 04-23-2006, 09:26 AM   #1
3dmaxhy
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Idea IK Animation exporter

IK tools
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This tool can replicate IK animation and correct bone's name to pass the requirement of warcraft3. A great variety of skeletons can be manipulated in 3dsmax and exported to warcraft3 engine.

Version History
1.0
Only simple replicate function is avaliable

1.5
Add IKtoFK function

3.0
Enhanced IKtoFK methord, it includes fllowing new features:
Auto analyzing relatively fast movement of bones
Automatically and dynamically vary recording steptime value whit those analysis
--So, you would never worry about miss of accuracy when very fast momvent occured in processing, because script evaluates every frame for final process.
Add notetrack load function which can set animation segment for work range of whole process.
--it is useful to improve processing efficiency.
Automatically add keys to every note's frame and neglect rest frame segments.
--Make final model much readier for eventual exporting to warcraft3 engine.

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Reference
--IK Replicate------

--bones group--
Pick:Pick bones from scene
Add:Pick bones by open select by name dialog box. You can add many bones on time by this button
Remove:Remove select bone in list
Clear List:Clear bones list
Original IK root:If you process with an IK system, remeber to pick the root bones of the system before replicate
You should very carefully to choose IKroot, erroneous set would lead to a very inacurracte replicate. As far as i know, if you use characterstudio's biped skeleton, the IKroot must be the bip01_pelvis. If you use maxbones, the IKroot must be the root bones rather than other accessory objects which plausibly seems the parents of whole IKsystem.

--Sollving Method--
IK(fk)toFK:Script will work associated with IKtoFK method which allow many practical function to improve comprehensive quality of the final exporting.(this method work with those parameters:from time;to time;load fron track;rotation accuracy;position accuracy)
SimpleReplicat:Script will only replicate bones and neglect their linkage. the result would a little more accurate contrast with IKtoFK method, but it produce lots of keys.

--Animation Range--
from time:The beginning frame of animation
to time:Tthe end fram of animation
step time:The frame between two keys(when IKtoFK method is checked, this step time value will work associated with dynamic step time adjusting. You just need to set the step time value for average level. If you want to disable this function, and let script automatically adjust this value, set a large value such as 1000.)
Load Fron Track:If you already set the notekeys in objects notetrack such as "walk","attack", you had better enable this function which can simplify consequent works and save process time. Automatically add keys to every notkeys frame after replicate will be only avaliable when this is checked

--Accuracy Control--
This group function is only avaliable when IK(fk)toFK method is checked
Rotation Accuracy:It control the relative threshold of self rotation of bones, the more left value the more rotation accuracy. (recommend the defaut value)
Position Accuracy:It control the relative threshold of position of bones, the more left value the more position accuracy. (recommend the defaut value)

IK to FK:
It is only avaliable when "IK(fk)toFK" is checked. Press this button to begin processing bones in bones list

Simple Replicate:
It is only avaliable when "Simple Replicate" is checked. Press this button to begin replicating bones in bones list


Note:
1.Never forget to pick root bones when process IK system.
2.This script worked with pure linkage with bones, so additional linkage link to bones such as already complete skin have a large possibility to carash in processing. Before replicate, make sure there is no addition linkage to bones, in other word, the bones represented in bones list should be a isolated link system. If you already link other thins to bones, unlink them befor replicate.
3.Mix use of two or more IK system should better be replicate two or more times; each time onply process one kind of IK system.(to replicate different sorts of IK system simultaneously is unpredictable carash or issue). For example, max users frequently use max bones associated with biped skeleton, of this situation, a separate replicate is inevitable.

Something you must to know about accuracy:
If you want 100% accuracy of original animation, the only way is use simple replicate method with step time = 1. For IKtoFK method, it is a method utilize FKsystem to mimicry existent IK animation. When not to record every frame's information of IK, although the key frame's transform is 100% match for original one, the frame segment between two keys more or less lost accuracy. It is largely due to animation controller. So assume that a IK system contain 10 objects, and the next objects is always the prior one's child object. If the parent obj lose a little accuracy, according to the characteristics of FK, the next child will be transfered this inaccuracy. And the child object will also lose a little accuracy of its own, as a result, the last child of this linkage will be the most inaccurate object. If you confront such confusion, unfortunately you have no choice but to cut IK system to two or more systems and process two or more times in order to minimize inaccuracy.
However, such situation is rare, because i think ordinary models in warcraft3 have no need for such complicate bone system.






Example
This is a simple but typical procedure of manipulate the script to replicate IK animation via IKtoFK methord
Zoom (requires log in)
Attached Images
File Type: jpg ik v3.0.jpg (31.9 KB, 743 views)
File Type: gif instance.gif (556.0 KB, 619 views)
Attached Files
File Type: rar ik tools v3.1.rar (27.3 KB, 569 views)
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Last edited by 3dmaxhy : 11-02-2007 at 03:13 PM.
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Old 04-23-2006, 12:14 PM   #2
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Intertesting, but it seems to have the same issue as your other tool, it leaves a bunch of junk after it bakes. Can you please make it remove that automatically?
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Old 04-25-2006, 06:49 PM   #3
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holy shit, I'll test this right away!
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Old 04-25-2006, 07:19 PM   #4
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Was this like that the bones go back in place by them selves so that you don't have to put them back yourself?
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Old 04-25-2006, 07:21 PM   #5
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No, this is so people who want to animate 3dsMax style and not War3 style can convert their Max animations to War3. Gives you more freedom of movement and options.
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Old 04-25-2006, 07:21 PM   #6
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well yeah, you could say it like that...
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Old 04-25-2006, 07:30 PM   #7
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It's the most simple way to explain it for people who don't use 3ds :P
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Old 04-26-2006, 02:45 PM   #8
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IK is where you move the joint at the end (like a foot) and it adjusts the hip and knee so that the foot ends up at that point. So you are just moving the foot around and letting it figure out how the rest of the leg has to go.
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Old 04-26-2006, 02:49 PM   #9
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Very cool. Down with the shitty War3 animating!
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Old 04-26-2006, 04:03 PM   #10
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this is totally amazing :D

must say the people who made 3d modelling for wc3 really easy are:
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This is just too cool :D
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Old 04-26-2006, 04:29 PM   #11
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Quote:
Originally Posted by MaD[Lion]
this is totally amazing :D

must say the people who made 3d modelling for wc3 really easy are:
3dmaxhy
oinwinkler
blizzard (art tool)


This is just too cool :D

quoted for a so god damn truth
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Old 04-26-2006, 04:52 PM   #12
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wow, this will make animating a lot easier. Thnkz
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Old 04-27-2006, 10:16 AM   #13
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okay so sorry for being so nubby, i havnt started animating yet (time xD), but what exactly is it that makes this make it so much easyer?
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Old 04-27-2006, 01:10 PM   #14
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IK is a more automated animation method, it requires less overall effort to make a realistic animation.

This tool converts that animation into the normal War3 styled keyframe animation.
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Old 04-27-2006, 01:23 PM   #15
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http://en.wikipedia.org/wiki/Inverse_kinematics
once again, Wikipedia is your friend
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