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Search Perfect world animation(stck)

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FearGod
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Search Perfect world animation(stck)

Post by FearGod » Tue Aug 12, 2014 6:40 am

Hi

I am looking for a script to 3ds max to import animations (.stck) of Perfect World


stck.h

Code: Select all

#pragma once

using namespace System::IO;
using namespace System::Text;

public ref struct Point3f
{
        float X;
        float Y;
        float Z;
};

public ref struct Point4f
{
        float X;
        float Y;
        float Z;
        float W;
};

public ref struct KeyPointController
{
        int StartTime;
        int EndTime;
        int StartKeyPointIndex;
        int EndKeyPointIndex;
};

public ref struct AnimatedJointKeyFrames
{
        public: int JointID;
        public: int unknown1;
        public: array<Point3f^>^ PositionKeyPoints; // vectors
        public: array<KeyPointController^>^ PositionKeyPointControllers;
        public: int unknown2;
        public: array<Point4f^>^ OrientationKeyPoints; // quaternions
        public: array<KeyPointController^>^ OrientationKeyPointControllers;
};

public ref class STCK
{
        public: STCK()
        {
        }

        protected: ~STCK()
        {
        }

        public: array<unsigned char>^ Signature; // 8 byte GBK
        public: int Version;
        public: int unknown1;
        public: int unknown2;
        public: int unknown3;
        public: array<AnimatedJointKeyFrames^>^ JointKeyFrames;

        // only for loading v1
        public: void Load(String^ File)
        {
                FileStream^ fs = File::OpenRead(File);
                BinaryReader^ br = gcnew BinaryReader(fs);

                Signature = br->ReadBytes(8);
                Version = br->ReadInt32();
                int AnimatedJointCount = br->ReadInt32();
                unknown1 = br->ReadInt32();
                unknown2 = br->ReadInt32();
                unknown3 = br->ReadInt32();

                JointKeyFrames = gcnew array<AnimatedJointKeyFrames^>(AnimatedJointCount);
                for(int b=0; b<JointKeyFrames->Length; b++)
                {
                        JointKeyFrames[b] = gcnew AnimatedJointKeyFrames();
                        JointKeyFrames[b]->JointID = br->ReadInt32();
                        int PositionKeyPointCount = br->ReadInt32();
                        int Properties1KeyPointCount = br->ReadInt32();
                        JointKeyFrames[b]->unknown1 = br->ReadInt32();
                        JointKeyFrames[b]->PositionKeyPoints = gcnew array<Point3f^>(PositionKeyPointCount);
                        for(int i=0; i<JointKeyFrames[b]->PositionKeyPoints->Length; i++)
                        {
                                JointKeyFrames[b]->PositionKeyPoints[i] = gcnew Point3f();
                                JointKeyFrames[b]->PositionKeyPoints[i]->X = br->ReadSingle();
                                JointKeyFrames[b]->PositionKeyPoints[i]->Y = br->ReadSingle();
                                JointKeyFrames[b]->PositionKeyPoints[i]->Z = br->ReadSingle();
                        }
                        JointKeyFrames[b]->PositionKeyPointControllers = gcnew array<KeyPointController^>(Properties1KeyPointCount);
                        for(int i=0; i<JointKeyFrames[b]->PositionKeyPointControllers->Length; i++)
                        {
                                JointKeyFrames[b]->PositionKeyPointControllers[i] = gcnew KeyPointController();
                                JointKeyFrames[b]->PositionKeyPointControllers[i]->StartTime = br->ReadInt32();
                                JointKeyFrames[b]->PositionKeyPointControllers[i]->EndTime = br->ReadInt32();
                                JointKeyFrames[b]->PositionKeyPointControllers[i]->StartKeyPointIndex = br->ReadInt32();
                                JointKeyFrames[b]->PositionKeyPointControllers[i]->EndKeyPointIndex = br->ReadInt32();
                        }
                        int OrientationKeyPointCount = br->ReadInt32();
                        int Properties2KeyPointCount = br->ReadInt32();
                        JointKeyFrames[b]->unknown2 = br->ReadInt32();
                        JointKeyFrames[b]->OrientationKeyPoints = gcnew array<Point4f^>(OrientationKeyPointCount);
                        for(int i=0; i<JointKeyFrames[b]->OrientationKeyPoints->Length; i++)
                        {
                                JointKeyFrames[b]->OrientationKeyPoints[i] = gcnew Point4f();
                                JointKeyFrames[b]->OrientationKeyPoints[i]->X = br->ReadSingle();
                                JointKeyFrames[b]->OrientationKeyPoints[i]->Y = br->ReadSingle();
                                JointKeyFrames[b]->OrientationKeyPoints[i]->Z = br->ReadSingle();
                                JointKeyFrames[b]->OrientationKeyPoints[i]->W = br->ReadSingle();
                        }
                        JointKeyFrames[b]->OrientationKeyPointControllers = gcnew array<KeyPointController^>(Properties2KeyPointCount);
                        for(int i=0; i<JointKeyFrames[b]->OrientationKeyPointControllers->Length; i++)
                        {
                                JointKeyFrames[b]->OrientationKeyPointControllers[i] = gcnew KeyPointController();
                                JointKeyFrames[b]->OrientationKeyPointControllers[i]->StartTime = br->ReadInt32();
                                JointKeyFrames[b]->OrientationKeyPointControllers[i]->EndTime = br->ReadInt32();
                                JointKeyFrames[b]->OrientationKeyPointControllers[i]->StartKeyPointIndex = br->ReadInt32();
                                JointKeyFrames[b]->OrientationKeyPointControllers[i]->EndKeyPointIndex = br->ReadInt32();
                        }
                }

                br->Close();
                fs->Close();
        }

        // only for saving v1
        public: void Save(String^ File)
        {
                FileStream^ fs = gcnew FileStream(File, FileMode::Create, FileAccess::Write);
                BinaryWriter^ bw = gcnew BinaryWriter(fs);

                bw->Write(Signature);
                bw->Write(Version);
                bw->Write(JointKeyFrames->Length);
                bw->Write(unknown1);
                bw->Write(unknown2);
                bw->Write(unknown3);

                for(int b=0; b<JointKeyFrames->Length; b++)
                {
                        bw->Write(JointKeyFrames[b]->JointID);
                        bw->Write(JointKeyFrames[b]->PositionKeyPoints->Length);
                        bw->Write(JointKeyFrames[b]->PositionKeyPointControllers->Length);
                        bw->Write(JointKeyFrames[b]->unknown1);
                        for(int i=0; i<JointKeyFrames[b]->PositionKeyPoints->Length; i++)
                        {
                                bw->Write(JointKeyFrames[b]->PositionKeyPoints[i]->X);
                                bw->Write(JointKeyFrames[b]->PositionKeyPoints[i]->Y);
                                bw->Write(JointKeyFrames[b]->PositionKeyPoints[i]->Z);
                        }
                        for(int i=0; i<JointKeyFrames[b]->PositionKeyPointControllers->Length; i++)
                        {
                                bw->Write(JointKeyFrames[b]->PositionKeyPointControllers[i]->StartTime);
                                bw->Write(JointKeyFrames[b]->PositionKeyPointControllers[i]->EndTime);
                                bw->Write(JointKeyFrames[b]->PositionKeyPointControllers[i]->StartKeyPointIndex);
                                bw->Write(JointKeyFrames[b]->PositionKeyPointControllers[i]->EndKeyPointIndex);
                        }
                        bw->Write(JointKeyFrames[b]->OrientationKeyPoints->Length);
                        bw->Write(JointKeyFrames[b]->OrientationKeyPointControllers->Length);
                        bw->Write(JointKeyFrames[b]->unknown2);
                        for(int i=0; i<JointKeyFrames[b]->OrientationKeyPoints->Length; i++)
                        {
                                bw->Write(JointKeyFrames[b]->OrientationKeyPoints[i]->X);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPoints[i]->Y);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPoints[i]->Z);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPoints[i]->W);
                        }
                        for(int i=0; i<JointKeyFrames[b]->OrientationKeyPointControllers->Length; i++)
                        {
                                bw->Write(JointKeyFrames[b]->OrientationKeyPointControllers[i]->StartTime);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPointControllers[i]->EndTime);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPointControllers[i]->StartKeyPointIndex);
                                bw->Write(JointKeyFrames[b]->OrientationKeyPointControllers[i]->EndKeyPointIndex);
                        }
                }

                bw->Close();
                fs->Close();
        }
};
sample monster:
https://mega.co.nz/#!bAhxkLCQ!Op3VxnMyP ... 5CBH-3xjeQ

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shakotay2
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Re: Search Perfect world animation(stck)

Post by shakotay2 » Sat Aug 16, 2014 2:15 am

this is the boss clenching his left fist but the last frames are looking a little bit weird.
Also I've to get rid of the hardcoded offsets I used.
boss_leftFist.JPG
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

FearGod
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Re: Search Perfect world animation(stck)

Post by FearGod » Sat Aug 16, 2014 8:32 am

can help you with this program converts stck to txt

https://mega.co.nz/#!3E4SnQRJ!YlP13rkoI ... KiZX0GZNJM

Here is a easy model

https://mega.co.nz/#!CVIhnAaK!6zMi0arlJ ... jVSj_EgyKw

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shakotay2
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Re: Search Perfect world animation(stck)

Post by shakotay2 » Sat Aug 16, 2014 9:46 am

thx, but that's too late. :D As you can imagine I wrote a program on my own to analyse the .stck files.
The output is nearly the same:

1. c: 3 / 3 = 1
0.000000 0.000000 -0.000000
2. 38: 4 / 4 = 1
0.500000 0.500000 0.500000 0.500000
3. 64: 18 /3 = 6
0.181932 -0.317132 0.125416
0.182031 -0.317132 0.125416
0.182088 -0.317132 0.125416
0.182080 -0.317132 0.125416
0.182070 -0.317132 0.125416
0.182057 -0.317132 0.125416
4. cc: 176 / 4 = 44
0.690028 0.721725 0.038112 -0.039013
0.690290 0.721993 0.033025 -0.033692
0.690543 0.722250 0.027236 -0.027637
...

But you might translate some text for me? (used the stck with a file size of 40336 bytes from your previous sample)
(Guess ¹Ø¼üÖ¡Êý: 1 means frame count: 1 for example.)

ÎļþÍ·:MOXBKCTS
°æ±¾:1
¹Ç÷ÀÊý66
δ֪£º¡¾0¡¿¡¾43¡¿¡¾15¡¿
===========<1oh,c>=============
¹Ç÷ÀË÷Òý: 0
¹Ø¼üÖ¡Êý: 1
δ֪: 1 15
A-0 <0.000000 0.000000 -0.000000>
δ֪:0 2866 0
-------<4oh,4>-------
δ֪Ë÷Òý: 0
δ֪Ë÷ÒýÊý: 1
δ֪: 1 15
U-0: <0.500000 0.500000 0.500000 0.500000>
δ֪:0 2866 0
Áã:0
===========<7oh,4>=============
¹Ç÷ÀË÷Òý: 1
¹Ø¼üÖ¡Êý: 6
δ֪: 1 15
A-0 <0.181932 -0.317132 0.125416>
A-1 <0.182031 -0.317132 0.125416>
A-2 <0.182088 -0.317132 0.125416>
A-3 <0.182080 -0.317132 0.125416>
A-4 <0.182070 -0.317132 0.125416>
A-5 <0.182057 -0.317132 0.125416>
δ֪:333 666 0
-------<doh,8>-------
δ֪Ë÷Òý: 5
δ֪Ë÷ÒýÊý: 44
δ֪: 1 15
U-0: <0.690028 0.721725 0.038112 -0.039013>
U-1: <0.690290 0.721993 0.033025 -0.033692>
U-2: <0.690543 0.722250 0.027236 -0.027637>
...
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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CriticalError
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Re: Search Perfect world animation(stck)

Post by CriticalError » Tue Sep 09, 2014 7:04 pm

well this topic is interesting, here I checking some stcks and well, after see that, here we are, here translated file.
Header: MOXBKCTS
Version: 1
Number of bones 86
Unknown: [0] [52] [15]
=========== <1oh, c> =============
Bones Index: 0
Key Frames: 1
Unknown: 115
A-0 <0.000014 -0.000099 0.000000>
Unknown: 034,660
------- <4oh, 4> -------
Unknown index: 0
Unknown index: 1
Unknown: 115
U-0: <0.497884 0.502109 0.502107 0.497882>
Unknown: 034,660
Zero: 0
=========== <7oh, 4> =============
Bones index: 1
Key Frames: 53
Unknown: 115
A-0 <2.497315 0.194873 0.013372>
A-1 <2.505276 0.194873 0.013516>
A-2 <2.512207 0.194873 0.013791>
A-3 <2.517823 0.194873 0.014172>
A-4 <2.522053 0.194873 0.014636>
A-5 <2.525032 0.194873 0.015163>
A-6 <2.527008 0.194873 0.015733>
A-7 <2.528081 0.194873 0.016324>
A-8 <2.528323 0.194873 0.016916>
A-9 <2.527961 0.194873 0.017488>
A-10 <2.527685 0.194874 0.018025>
A-11 <2.528600 0.194874 0.018512>
A-12 <2.530873 0.194874 0.018931>
A-13 <2.534093 0.194874 0.019255>
A-14 <2.538535 0.194874 0.019464>
A-15 <2.544399 0.194874 0.019540>
A-16 <2.551817 0.194874 0.019459>
A-17 <2.560909 0.194874 0.019204>
A-18 <2.572472 0.194874 0.018755>
A-19 <2.586883 0.194874 0.018099>
A-20 <2.604227 0.194874 0.017206>
A-21 <2.623814 0.194874 0.016061>
A-22 <2.649481 0.194874 0.014658>
A-23 <2.682458 0.194873 -0.011544>
A-24 <2.720797 0.194873 -0.027295>
A-25 <2.764810 0.194874 0.019332>
A-26 <2.814255 0.194874 0.083223>
A-27 <2.865808 0.194874 0.114512>
A-28 <2.919127 0.194874 0.119755>
A-29 <2.970982 0.194874 0.108651>
A-30 <3.018724 0.194874 0.084958>
A-31 <3.060284 0.194874 0.053031>
A-32 <3.094174 0.194874 0.018685>
A-33 <3.118690 0.194873 -0.011566>
A-34 <3.132865 0.194873 -0.031591>
A-35 <3.134097 0.194873 -0.037696>
A-36 <3.114017 0.194873 -0.040297>
A-37 <3.075623 0.194873 -0.041629>
A-38 <3.023687 0.194873 -0.041806>
A-39 <2.962497 0.194873 -0.040927>
A-40 <2.896643 0.194873 -0.039082>
A-41 <2.831235 0.194873 -0.036383>
A-42 <2.770960 0.194873 -0.032937>
A-43 <2.720150 0.194873 -0.028820>
A-44 <2.682165 0.194873 -0.024137>
A-45 <2.650961 0.194873 -0.019112>
A-46 <2.624242 0.194873 -0.013904>
A-47 <2.600760 0.194873 -0.008611>
A-48 <2.579709 0.194873 -0.003430>
A-49 <2.560000 0.194873 0.001492>
A-50 <2.540416 0.194873 0.006038>
A-51 <2.519846 0.194873 0.010056>
A-52 <2.497315 0.194873 0.013372>
Unknown: 034,660
------- <30oh, c> -------
Unknown Index: 52
Unknown Index: 53
Unknown: 115
U-0: <0.656047 0.748033 0.024996 0.097083>
U-1: <0.667582 0.738193 -0.021063 0.094667>
U-2: <0.679411 0.724590 -0.073075 0.089612>
U-3: <0.689160 0.708774 -0.124867 0.084292>
U-4: <0.695452 0.693345 -0.170370 0.081198>
U-5: <0.697760 0.681727 -0.203743 0.082881>
U-6: <0.695913 0.677620 -0.219312 0.091862>
U-7: <0.687626 0.687401 -0.202439 0.116913>
U-8: <0.671177 0.707830 -0.154792 0.156644>
U-9: <0.648191 0.728911 -0.095771 0.198407>
U-10: <0.624455 0.744851 -0.045944 0.230528>
U-11: <0.609585 0.754186 -0.026289 0.242731>
U-12: <0.606760 0.759817 -0.039819 0.230075>
U-13: <0.609775 0.763640 -0.071330 0.199850>
U-14: <0.614843 0.763616 -0.114191 0.160682>
U-15: <0.619013 0.758880 -0.161709 0.121549>
U-16: <0.620792 0.750462 -0.207360 0.091791>
U-17: <0.619978 0.741047 -0.244832 0.080835>
U-18: <0.618317 0.731438 -0.270067 0.098721>
U-19: <0.615945 0.719220 -0.288474 0.141833>
U-20: <0.610052 0.701686 -0.309266 0.199569>
U-21: <0.598232 0.676856 -0.341169 0.259977>
U-22: <0.546728 0.600511 -0.449412 0.372162>
U-23: <-0.443953 -0.450371 0.599508 -0.490572>
U-24: <0.292692 0.253815 -0.715348 0.581538>
U-25: <0.099440 0.032918 -0.764452 0.636114>
U-26: <-0.110365 -0.190887 -0.741146 0.634101>
U-27: <-0.295222 -0.375874 -0.665635 0.573143>
U-28: <0.453012 0.517124 0.555258 -0.468030>
U-29: <0.558810 0.617899 0.427564 -0.350886>
U-30: <0.623000 0.694262 0.280482 -0.226279>
U-31: <0.655981 0.741108 0.113263 -0.087289>
U-32: <0.653522 0.753399 -0.053203 0.049689>
U-33: <0.623977 0.738590 -0.194299 0.165488>
U-34: <0.585526 0.714308 -0.292904 0.247246>
U-35: <0.556144 0.698687 -0.343277 0.291034>
U-36: <0.531749 0.693178 -0.370147 0.315814>
U-37: <0.511858 0.696469 -0.381391 0.327831>
U-38: <0.496868 0.706937 -0.380226 0.329834>
U-39: <0.486458 0.722398 -0.369344 0.324169>
U-40: <0.480180 0.740342 -0.351226 0.312988>
U-41: <0.477577 0.758138 -0.328594 0.298618>
U-42: <0.478271 0.773535 -0.304228 0.283455>
U-43: <0.482117 0.784732 -0.280889 0.269925>
U-44: <0.489730 0.790718 -0.260051 0.259427>
U-45: <0.503846 0.794040 -0.234537 0.246235>
U-46: <0.523228 0.794912 -0.203898 0.229723>
U-47: <0.546220 0.793027 -0.168899 0.210298>
U-48: <0.570826 0.788263 -0.130999 0.188778>
U-49: <0.595378 0.780790 -0.091459 0.165914>
U-50: <0.618569 0.771015 -0.051338 0.142383>
U-51: <0.639157 0.759707 -0.011987 0.119078>
U-52: <0.656047 0.748033 0.024996 0.097083>
Unknown: 034,660
Zero: 52

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shakotay2
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Re: Search Perfect world animation(stck)

Post by shakotay2 » Wed Sep 10, 2014 2:05 am

thx for translating!
Meanwhile I made some progress, here's frames 0, 3, 5 and 12 of the boss.
At frame 12 he's crossing his arms like a snakeman and I'm not sure whether that's the way he's behaving ingame
or it's just a fault in the script.

Will have to check it with the bloatfly sample.
boss_frame_1_to_12.JPG
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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shakotay2
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Re: Search Perfect world animation(stck)

Post by shakotay2 » Wed Sep 10, 2014 11:54 pm

script seems to work for simple animations now:
Boss_moving_right_arm.JPG
Before you can view the animation you'll have to load a model (mesh, skeleton).
There's a script from zaramot here for ski and bon files:
viewtopic.php?f=16&p=94870#p94870

Then you can load the animation file (.stck)

Code: Select all

/*
	Import PerfectWorld .stck Animation
	basic structure borrowed from Taylor Mouse
	8-16-2014
*/

/************************************************************************************************
 STRUCTS 
************************************************************************************************/
struct D3Bone ( ID, Name, TheBone )
struct TranslationAnimation ( BoneId, KeyFrame, Position )
struct RotationAnimation (BoneId, KeyFrame, Quaternion  )
struct ScaleAnimation (BoneId, KeyFrame, Scaling )

allBones = #()
bone_names = #()

fn GetBoneNames = (	-- from steev, 10-28-2008
    max modify mode --important! the below won't work unless you're in the modify tab
	--print geometry
    for n in geometry do
    (
        select n -- this selects the current object in the array
        if n.modifiers != undefined do
        (
            if n.modifiers[#Skin] != undefined do
            (
                sk = n.modifiers[#Skin]
                modPanel.setCurrentObject sk -- this selects the skin modifier
                numBones = skinops.getnumberbones sk
                if (numBones>0) then print ("bones found:")
                for i = 1 to numBones do
                (
                    bnName = skinops.getbonename sk i 1
					append bone_names bnName
                    format "% %'\n" i bnName					
                )
                for i = 1 to numBones do
                (
			b = D3Bone()
			b.ID = i				--> for reference only
			b.Name = bone_names[i]			-- name of the bone
			--format "%: %\n" i b.Name
			b.TheBone = GetNodeByName b.Name	-- find the bone in the scene
			append allBones b					
		)
		-- print allBones
            )
        )
    )
	return numBones  -- returns 'undefined' if no skeleton loaded!
)


/************************************************************************************************
	MAIN function
************************************************************************************************/
function ReadAniFile fName startFrame =
(
    startingFrame = 0
    startingFrame = startFrame 
		
    format "-- Start reading PerfectWorld ANIMATION file --"

    stream = fOpen fname "rb"	-- Open the file for reading

    MOXB = readlong stream
    if (MOXB != 0x42584F4D) then
	    throw "This doesn't seem to be a PerfectWorld file!"
    KCTS = readlong stream
    if (KCTS != 0x5354434B) then
	    throw "This doesn't seem to be a PerfectWorld anim file!"
    tmp =  readlong stream
    nAllBones =  readlong stream		-- notinuse: number of all bones, 66 for Boss, but only 53 are used for his upper body
	--nBones = 53	-- Boss
	--nBones = 31	-- BloatFly
    
    /* Frame data*/
    Frame_cnt = #()
    Frame_offs = #()
    allTranslations = #()
    allRotations = #()

    for i=1 to nBones do	/* handle BONES */
    (
	    tmp =  readlong stream
	    unk =  readlong stream ; print unk
	    tmp =  readlong stream ; tmp =  readlong stream
	    if (i != 1) then (
		    ID =  readlong stream ; -- format "ID %\n" ID
	    )		
	    Frame_cnt = readlong stream
	    tmp =  readlong stream ; unk =  readlong stream ; format "% %\n" tmp unk  -- 01 000000 0F 000000

 	    -- Read the translation data structure
        --print ("@ trans: 0x"+ bit.intAsHex(ftell stream) as string)		
	    for fd=1 to Frame_cnt do
	    (
		    tran = TranslationAnimation()
		    tran.BoneId = i
		    tran.KeyFrame = i*200-10		-- 200 seems to work good for the boss
		    tran.Position = [ReadFloat stream, ReadFloat stream, ReadFloat stream]

		    append allTranslations tran
	    )

	    tmp =  readlong stream
	    unk =  readlong stream ; print unk
	    tmp =  readlong stream ; tmp =  readlong stream
	    Frame_cnt = readlong stream
	    tmp =  readlong stream ; unk =  readlong stream ; format "% %\n" tmp unk  -- 01 000000 0F 000000
    
	    /* ROTATION */
	    -- Read the rotation data structure
        --print ("@ rot: 0x"+ bit.intAsHex(ftell stream) as string)		
	    for fd=1 to Frame_cnt do
	    (
		    rot = RotationAnimation()
		    rot.BoneId = i
		    rot.KeyFrame = i*200-10
		    x = ReadFloat stream
		    y = ReadFloat stream
		    z = ReadFloat stream
		    w = ReadFloat stream
			
		    rot.Quaternion = quat x y z w
	
		    append allRotations rot
	    )

    )
    --print allTranslations
    --print allRotations

	--echo "-- DONE READING ANI FILE --\n"
	--echo "-- APPLYING ANIMATION TO THE BONES --\n"
	
	--Apply the Rotation
	prevQ = quat 1 -- set a starting rotation
	prevB = 1
	for i=1 to allRotations.count do
	(
		b = allBones[allRotations[i].BoneId].TheBone
		if(b == undefined) then continue
		
		t = allRotations[i].KeyFrame + startingFrame 
		q = allRotations[i].Quaternion

		with animate on
		(
			at time t (
				b.assumeskinpose()
				local mtrx = matrix3 1
				rotate mtrx (inverse q)
				mtrx.row4 = b.pos
				if b.parent != undefined then(
					mtrx = mtrx * b.parent.transform 
				)
				b.transform = mtrx
				deleteKey b.position.controller (numKeys b.position.controller)
				deleteKey b.scale.controller (numKeys b.scale.controller)
			)
		)
		
	)

	-- Apply the Translation
	for i=1 to allTranslations.count do
	(
		b = allBones[allTranslations[i].BoneId].TheBone
		t = allTranslations[i].KeyFrame + startingFrame
		pos = allTranslations[i].Position

		with animate on
			at time t 
				in coordsys parent b.position = pos
	)
	
	fClose stream
)

-- entry point --

ClearListener()
nBones = GetBoneNames()
if (nBones == undefined) then (
	messagebox "load ski and bon file before! (mesh and skeleton)"
	throw "load ski and bon file before! (mesh and skeleton)"
)
else format "nBones: %\n" nBones

fname = getOpenFileName \
caption:"3D Model" \
types:"3D Model (*.*)|*.stck" \
historyCategory:"3D Model"

ReadAniFile fName 10
max create mode
Didn't have a walking anim sample - so this has to be tested.
Don't blame me, it's my first animation max script. I took the basic structure from one of Taylormouse's scripts.

You'll also notify that I used fn GetBoneNames (from steev which I modified).
Would have made more sense to get the bone's names directly from the bon file but that file is used
by zaramot's script, too. So I got the names from the scene.
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Search Perfect world animation(stck)

Post by CriticalError » Thu Sep 11, 2014 2:12 am

well many thanks for support it, thats wonderful, after download I go to test it and no work, the animation loaded but anyway it show like skin fucked or something like that, here I upload a video showing it, if you can take a look, grateful.

http://www.youtube.com/watch?v=V5HYOLzfsyE

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Re: Search Perfect world animation(stck)

Post by shakotay2 » Thu Sep 11, 2014 6:54 am

Is that 3dsmax 2013? They changed the sorting of the bone names for example. Thus many scripts for max 2009 don't work correctly.
Otherwise I would need the ski, bon and the stck file (3 or 4 other stcks would be nice).
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Search Perfect world animation(stck)

Post by CriticalError » Fri Sep 12, 2014 2:32 am

shakotay2 wrote:Is that 3dsmax 2013? They changed the sorting of the bone names for example. Thus many scripts for max 2009 don't work correctly.
Otherwise I would need the ski, bon and the stck file (3 or 4 other stcks would be nice).
yeah you right is max2013, I have 9 and 2013, but well in 2 max got same error, so well here samples mate, many thanks for all.

http://puu.sh/bvntf/5bd5a15464.7z

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Re: Search Perfect world animation(stck)

Post by shakotay2 » Fri Sep 12, 2014 11:34 am

I got an ogre whose right shoulder plate is rotating. That's not the way it's meant to be, I'm pretty sure. :D

Sadly I don't have any idea about the cause atm.

Interestingly nothing changes when
for i=1 to allRotations.count do

is replaced by
for i=1 to 1 do

edit: upps, seems the animation buffer from previous run wasn't cleared
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Search Perfect world animation(stck)

Post by CriticalError » Thu Oct 02, 2014 10:40 pm

hello and sorry for become again, today I install perfecto world and don't have chance to got it working? don't know why? I try all methods and no work, I load model + bones and when press in script it try load animation for default but won't open a pop up to search for wich animation we can open and I got erro.

-- Error occurred in anonymous codeblock; filename: C:\Users\GAMEMASTER\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\usermacros\DragAndDrop-Macro2.mcr; position: 6428; line: 192
-- Frame:
-- fname: undefined
>> MAXScript MacroScript Error Exception:
-- Runtime error: load ski and bon file before! (mesh and skeleton) <<

it say load first ski and bon but I have loaded there, and anyway always give same error.

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Re: Search Perfect world animation(stck)

Post by shakotay2 » Fri Oct 03, 2014 1:24 am

did you try using max2009?

(what's this DragAndDrop-Macro2.mcr script? It's not delivered with max2013, is it?)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Search Perfect world animation(stck)

Post by CriticalError » Fri Oct 03, 2014 10:40 pm

shakotay2 wrote:did you try using max2009?

(what's this DragAndDrop-Macro2.mcr script? It's not delivered with max2013, is it?)
no I don't try in max 2009 because I don't have, I try in Max9, 2010 and 2013, and this issue about dragn you mean is toolbar script, anyway I try using this shortcut in toolbar or too runing script but anyway same error, so no idea whats going on here, always give same error.

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Re: Search Perfect world animation(stck)

Post by shakotay2 » Sat Oct 04, 2014 4:32 am

are you still able to load the ogre animation or does that fail, too?
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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