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 Post subject: Re: MT Framework import tools
PostPosted: Fri Dec 15, 2017 10:19 am 
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PredatorCZ wrote:
It will be solved in IK overhaul, in BETA 3. Since IK on hands are not working in current version.

That's good news though. :D

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 Post subject: Re: MT Framework import tools
PostPosted: Fri Dec 15, 2017 4:48 pm 
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Does that mean it'd take debugging to progress further? Also, if it comes to making an exporter, isn't a compiled plugin through the sdk an option?
Thanks for the answers.

Edit: not sure if i'll add anything new, but these LMTs contain attack data as well as motion. We got a tool, that extracts them as .mot and .atk http://www.mediafire.com/file/i5kiwxc4c4eibfe/RE6+LMT+Tool+v1.0.zip


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 Post subject: Re: MT Framework import tools
PostPosted: Fri Dec 15, 2017 9:09 pm 
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CringyUsername wrote:
compiled plugin through the sdk


It's not compiled plugin, its maxscript, im really tired of explaining theese over and over again.

CringyUsername wrote:
these LMTs contain attack data as well as motion. We got a tool, that extracts them as .mot and .atk


Those are not attack data, they are events, they trigger any action at certain time in animation, like play sound, spawn particle emitter and so on.

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 Post subject: Re: MT Framework import tools
PostPosted: Sat Dec 16, 2017 12:16 am 
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I know yours is a script, but max has a c++ sdk and lets you make compiled plugins, which do their job much faster, needless to say. So my question is whether or not you're willing to do ditch maxscript. But either way, we're already waiting for export with the script we got and waiting is better than not exporting at all, we'll take anything we can.
Also, thanks for clarifying the .atk.


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 Post subject: Re: MT Framework import tools
PostPosted: Sat Dec 16, 2017 10:15 am 
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CringyUsername wrote:
I know yours is a script, but max has a c++ sdk and lets you make compiled plugins, which do their job much faster, needless to say.


Since my script is supporting multiple games, sdk plugin would be bad idea to make, since I don't have debug version of max, it would be really hard to debug such thing. sdk plugin does not tell you when something went wrong, it just crashes max.

maxscript -> more error prone, much slower, can be used with any version of max, easy to debug, information riches, you cannot control memory management (you have only free and gc, you are not 100% sure if data you created are truly gone)

plugin -> does not accept errors; much faster; can be used only with one version of max (and that is sdk whinch is built on); if you do not write exeptions yourself, you don't have any debug information whinch can really hard to debug blinded afterwards(also try catch is slow); you must restart 3ds max each time you compile plugin (even if plugin is not loaded in max, max is checking timestamps of plugins on start)

Don't get me wrong, I had idea that I could make a plugin, but I choosed maxscript instead.

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 Post subject: Re: MT Framework import tools
PostPosted: Sat Dec 16, 2017 1:50 pm 
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Oh, never used the sdk myself, didn't know you have to get a special version to have debugging, is it some cash grab you gotta pay on top? Anyway, waiting is fun, we're used to it.


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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jan 01, 2018 3:52 pm 
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BETA 3 has been released.

    Added MOD support for Monster Hunter 4 Ultimate (3ds), Monster Hunter 3 Ultimate (WiiU), EX Troopers (PS3), Dragons Dogma (PS3)
    Changed ik solver from IKLimb to IKHISolver
    Reworked ik creation
    Fixed loading large models for v1 engine
    Fixed wrong skin weight loading
    Added load/save ik preset
    Added independent LMT loading
    Added naming and sorting options for model loading
    Reworked UI, more simple, less confusing
    Reworked site, simple tutorial.

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 Post subject: Re: MT Framework import tools
PostPosted: Mon Jan 01, 2018 4:56 pm 
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PredatorCZ wrote:
BETA 3 has been released.

    Added MOD support for Monster Hunter 4 Ultimate (3ds), Monster Hunter 3 Ultimate (WiiU), EX Troopers (PS3), Dragons Dogma (PS3)
    Changed ik solver from IKLimb to IKHISolver
    Reworked ik creation
    Fixed loading large models for v1 engine
    Fixed wrong skin weight loading
    Added load/save ik preset
    Added independent LMT loading
    Added naming and sorting options for model loading
    Reworked UI, more simple, less confusing
    Reworked site, simple tutorial.

Good stuff like always :) i am using this plugin all the way.

Hey, you mentioned that RE6 is divided in upper and lower body anims. How did you combine it? I remember seeing GIF when enemy from re6 had full motion. How did you do it.

P.S. Just a quick request, can you make it work on Max 2018 :)



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