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 Post subject: League of Legends .SKN, .SKL, .ANM
PostPosted: Tue Jun 07, 2011 4:46 pm 
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League of Legends (LoL :) ) is a 3D game with character models in SKN file format, SKL is skeletal format and ANM is animation file format. I saw some tools for this game for importing models, but without animation. For example, script for Blender for import of SKN, or you can see SKN in 3D Object Convertr. And no tools for import model with animation for 3ds max.

Here rendered screen with converted to OBJ SKN-models.
Image

Can anybody make tool (script for MAX or plugin) to import animation? Here models from screen:
http://www.multiupload.com/L5QL2WO25H (5Mb)
I hope this old tool to import animation from old format of this game could be useful - http://www.multiupload.com/B5MZ844TKB


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Mon Jun 13, 2011 7:12 pm 
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While a Noesis plugin for the format would be fun, the format is already fully supported in Maya 2010/2011/2012 courtesy of ThiSpawn: http://forum.leaguecraft.com/index.php? ... 12-x86x64/

It imports the models with skeletal rigging intact you can also import the animations etc. Just use Maya and then transfer to 3DS Max if you need to.


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Tue Jul 12, 2011 2:51 am 
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Did he publish the format anywhere? Or does everyone just depend on the author lol

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Thu Jul 14, 2011 3:52 pm 
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finale00 wrote:
Did he publish the format anywhere? Or does everyone just depend on the author lol

If you can find it, there's an older tool for maya by renticletape, and he released it with the source. Then you can convert it into maxscript, like I did, but I didn't do bones or animation because I don't know how to yet.

I'm not sure if the format has change since I last made the script, which was near the start of this year.
Code:
/*
League of Legends Maxscript Model Importer
by nightFlarer
A maxscript to import .skn files
*/

fname = getOpenFileName \
caption:"League of Legends Skin Model File" \
types:"League of Legends Skin Model File(*.skn)|*.skn" \
historyCategory:"LeagueofLegendsObjectPresets"
f = fopen fname "rb"
clearlistener()

fn ReadFixedString bstream fixedLen =
(
   local str = ""
   for i = 1 to fixedLen do
   (
      str0 = ReadByte bstream #unsigned
     str+= bit.intAsChar str0
   )
   str
)

Face_array=#()
Vert_array=#()
UV_array=#()

--Structure for the Header in skn files
magic=readlong f #unsigned
numMat=readshort f #unsigned
numObj=readshort f #unsigned

--Structure for a material block in skn files
matInd=readlong f #unsigned
charName=ReadFixedString f 64
startVertex=readlong f #unsigned
numVertices=readlong f #unsigned
startIndex=readlong f #unsigned
numIndices=readlong f #unsigned

--data block in skn files
numIndices=readlong f #unsigned
numVertices=readlong f #unsigned

--read faces
for x = 1 to numIndices/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fc,fb,fa]
)
--read vertices
for x = 1 to numVertices do( -- vertex loop
vx=readfloat f
vy=readfloat f
vz=readfloat f
boneindex=readlong f #unsigned
w1=readfloat f
w2=readfloat f
w3=readfloat f
w4=readfloat f
nx=readfloat f
ny=readfloat f
nz=readfloat f
tu=readfloat f
tv=readfloat f
   
append Vert_array[vx,vz,vy]
append UV_array[tu,tv*-1+1,0]
)


msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
--convertTo msh PolyMeshObject
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
rotate msh (angleaxis -180 [0,0,1])

Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Thu Jul 14, 2011 4:13 pm 
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Alright thanks. I will use your script for reference :)

EDIT: works for the provided samples. Guess I'll have to get the client to test some more.

Image Image

Maybe I should actually start doing something about bones.

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sat Jul 16, 2011 1:18 pm 
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I DL'd the client but it seems to pack everything into dat files using raf as some index thing.
What to use to unpack?

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sat Jul 16, 2011 3:40 pm 
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When I last downloaded and installed LoL, the champions,etc. was in "C:\Riot Games\League of Legends\game\HeroPak_client.zip".

They don't use zips anymore?


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sat Jul 16, 2011 5:57 pm 
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Hmm don't know all I see is a RADS folder with a bunch of different releases. Though, no zip archives.
Maybe I downloaded something different. I got it from

http://signup.leagueoflegends.com/en/signup/redownload

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sun Jul 17, 2011 7:00 am 
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I have data in "HeroPak_client.zip" too. No "RADS" or same folders or archives.


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sun Jul 17, 2011 4:53 pm 
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Hmm who knows I just went to their official forums to look around and found this

ttp://76.73.13.30/Files/League%20of%20Legends/Game/

Maybe I missed a step or something lol

I also just downloaded the "maps" files, which seems to contain map assets (.SCB files). Sort of looks like there might be something there though it's not the most obvious.

Now...no items? lol

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sun Jul 17, 2011 8:06 pm 
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nightFlarer wrote:
When I last downloaded and installed LoL, the champions,etc. was in "C:\Riot Games\League of Legends\game\HeroPak_client.zip".

They don't use zips anymore?
yes me too, I download from there and don't have nothing about zip files, maybe is different version, korean example.


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sat Oct 08, 2011 7:42 pm 
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The contents of this post was deleted because of possible forum rules violation.



Update 2014-11-28:

League of Legends importer for Blender version 249 and Python 26:
It supports:
- skn files - skinned meshes ( version 2 and 4 )
- anm files - animation files ( with header r3d2anmd version 3, 4 and 5 and without header r3d2anmd )

files with header "r3d2canm" are not. For it use viewtopic.php?p=101066#p101066



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Last edited by Szkaradek123 on Sun Nov 30, 2014 7:53 pm, edited 2 times in total.

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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Sat Oct 08, 2011 8:10 pm 
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wow thanks a lot man, you are great, perfect support.


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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Mon Oct 24, 2011 7:27 pm 
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 Post subject: Re: League of Legends .SKN, .SKL, .ANM
PostPosted: Mon Mar 19, 2012 2:14 am 
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How can I use thisblender plug in to import the models? I have the blend file in the folder where the skn and skl are and when i click twice on the blend file i just got opened blender... no model imported...


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