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 Post subject: ArcheAge MMO .chr model import maxscript
PostPosted: Sat Nov 01, 2014 9:07 am 
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Hi guys! Here's maxscript to import ArcheAge MMO .chr models with bones+weights (3ds max 2009-2012).
I know there's some tools for models, but as I understand theres no bone and weights (static models), right? So, if anyone will find it useful that's cool :)

P.S. Report bugs


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Wed Nov 05, 2014 6:35 pm 
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Thank you very much! Do you know how to apply animations from AA to this models? I managed to load .caf animations onto character in CryEngine SDK and it even worked properly but I didn't manage to export it properly for 3dsmax...

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Also I'd like to say that many chr files doesn't contain heirarchy of bones (e.g. nu_m_nude.chr) but some other (so called, ***_base.chr e.g. nu_m_base.chr) does. It would be marvelous if script could combine them (mesh and bone weights from one apply to bones from another).

I managed to export base .chr files to CE SDK and apply .caf animations easily. It required removing Bone_#_* prefix from bones name (line 184) in this script. But base chr files doen't contain skinned mesh itself so only bones were animated. Still couldn't export and import HTR back to 3dsmax properly...


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Thu Apr 13, 2017 4:36 pm 
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Please tell me how to export animation from the *.caf to 3Dmax format


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Tue Jun 13, 2017 2:46 pm 
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up up up caf animate


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Sat Jun 17, 2017 4:13 pm 
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zaramot wrote:
Hi guys! Here's maxscript to import ArcheAge MMO .chr models with bones+weights (3ds max 2009-2012).
I know there's some tools for models, but as I understand theres no bone and weights (static models), right? So, if anyone will find it useful that's cool :)

P.S. Report bugs

It seems don't work anymore.


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Wed Jun 28, 2017 1:22 am 
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-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2017\scripts\ArcheAge_MMO.ms; position: 33680; line: 1495
-- MAXScript FileIn Exception:
-- Unable to convert: undefined to type: Integer64
-- MAXScript callstack:
-- thread data: threadID:13400
-- ------------------------------------------------------
-- [stack level: 0]
-- In i loop; filename: C:\Program Files\Autodesk\3ds Max 2017\scripts\ArcheAge_MMO.ms; position: 32613; line: 1451
-- Parameters:
-- i: 1
-- Locals:
-- size: 8
-- skinMod: undefined
-- FaceOff: 119164L
-- Facearray: #([1,2,3], [4,5,3], [5,4,6], [6,7,5], [7,6,8], [8,9,7], [10,7,9], [9,11,10], [12,10,11], [11,13,12], [12,13,14], [14,15,12], [15,14,16], [16,17,15], [17,16,18], [18,19,17], [3,17,19], [15,17,3], [3,20,15], [21,18,16], ...)
-- Weight_array: #((weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), (weight_data boneids:#(11) weights:#(1.0)), ...)
-- ModelName: undefined
-- msh: undefined
-- i: 1
-- count: 1525
-- vertArray: #([9.64044,-26.3505,46.2466], [11.4623,-26.2208,46.2116], [11.4501,-25.6127,46.6734], [11.811,-25.4286,45.2517], [11.824,-24.2969,45.5808], [11.9712,-24.3095,43.9859], [12.1603,-22.7434,43.8253], [11.6247,-23.5481,42.2294], [11.805,-21.9232,41.8996], [11.3576,-22.4466,44.1636], [10.5643,-21.5049,42.5394], [9.52887,-22.8692,45.2107], [8.18125,-21.8672,44.108], [6.92637,-23.9037,45.5174], [8.83906,-24.5483,46.2269], [6.93669,-25.7159,45.7218], [9.03098,-25.7224,46.4915], [7.54224,-26.282,45.4769], [9.64044,-26.3505,46.2466], [10.6888,-24.142,45.8967], ...)
-- ctype: 9
-- UV_array: #([0.989339,-0.581244,0], [0.989468,-0.549538,0], [0.985469,-0.560111,0], [0.97721,-0.546798,0], [0.970313,-0.554519,0], [0.96086,-0.543323,0], [0.949034,-0.550673,0], [0.942828,-0.535999,0], [0.930345,-0.546364,0], [0.94803,-0.556365,0], [0.928812,-0.556759,0], [0.95355,-0.571882,0], [0.93626,-0.579626,0], [0.957154,-0.596035,0], [0.970996,-0.581071,0], [0.973978,-0.601833,0], [0.982703,-0.581545,0], [0.981898,-0.60269,0], [0.989339,-0.581244,0], [0.969664,-0.56531,0], ...)
-- BoneMapId: #()
-- ModelInfo: undefined
-- VertOff: 154744L
-- Externals:
-- Stride: Global:Stride : undefined
-- BoneMapStart: Global:BoneMapStart : 69944L
-- vert_info_array: Global:vert_info_array : #(70204, 106412, 106884, 119124, 154088, 154704)
-- FacePosArray: Global:FacePosArray : #(0, 5418)
-- VertexEnd: Global:VertexEnd : #(0, 1489)
-- SecSize: Global:SecSize : #(1525, 1525, 1525, 5550, 1525, 1525)
-- DataCount: Global:DataCount : 2
-- FaceCountArray: Global:FaceCountArray : #(5418, 132)
-- f: Global:f : <BinStream:E:\tx\sg\unpack\game\objects\characters\animals\cat_baby_pet\cat_baby_pet_lod1.chr>
-- VertexCountArray: Global:VertexCountArray : #(1489, 36)
-- bone_info_array: Global:bone_info_array : #(166944)
-- owner: undefined
-- ChunkOneType: Global:ChunkOneType : #(0, 1, 2, 5, 6, 9)
-- ------------------------------------------------------
-- [stack level: 1]
-- called from top-level


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 Post subject: Re: ArcheAge MMO .chr model import maxscript
PostPosted: Sat Aug 05, 2017 3:20 pm 
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zaramot wrote:
Hi guys! Here's maxscript to import ArcheAge MMO .chr models with bones+weights (3ds max 2009-2012).
I know there's some tools for models, but as I understand theres no bone and weights (static models), right? So, if anyone will find it useful that's cool :)

P.S. Report bugs



The script works great. But there are a couple of questions about importing animations into max or what are the ways to drive it there


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