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Posted (edited)

I've written a number of maxscripts which will come in handy for modders. Download the scripts here: https://mega.co.nz/#!A0d0AaqL!QDMnMVT33jQfyr92vhjneYOxF7sTa06R0jlcDyPznc4

Copy these scripts into your scripts directory and run them from 3dsmax. Read the instructions for each script below.

I am going to paste the scripts in plain text below should the link go down. If you want to use the plain text scripts below, copy the text into notepad and save it with an extension of ms. e.g. myscript.ms

 

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Credit for the import script goes to Chrrox from Xentax, I edited his script for importing newer models and assigning weights for the pc version.

import_wwe_tekken : This script imports wwe 12 and upwards models. It assigns weights and normals to the pc models as well. Works for xbox 360, ps3 and pc models.  I have tested this script with 3dsmax 2015 without any issues. If you do not require weights, then run the script after this as it is slightly faster.

There are some models which give errors on this script, if you encounter an error, use the script without weights after this.

 

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import_wwe_tekken_no_weights: Same as above script but does not assign weights. Slight faster imports of models if you do not require weights.

 

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tekken_export_wavefront:  This script exports an object to a wavefront object with vertex normal data. Select your object in 3dsmax and use this script to export when you want to import normal data into your yobj file. The normal import is not coded into X-Rey as yet and will be included in the next version. When the new version of X-Rey is released, import as currently do so.

 

 

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export_bone_weights_to_file: This exports the vertex weights of an object into a text file which can be imported into the forthcoming version of X-Rey. Select the skin modifier of the object and then run the script. To import into the  forthcoming version of X-Rey, click the weights button.

 

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assign_id_complete2: This script assigns a material ID to all selected objects. Ensure that you do not have a material (texture) assigned to the object before running this script.

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attach_meshes2: This script attaches all selected meshes. If you intend to detach the meshes, assign an id using the previous script. Ensure that your objects do not have a material assigned before running this script as the objects will lost the material ID when attached.

 

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Edited by tekken57
  • Like 2
Posted

Very cool. Thanks for sharing, man! May I ask what are the advantages to using these? I've seen you mention the weight thing when it comes to models plenty of times in the past--and how without them assigned, you've ran into issues with things--but what exactly do they do that wouldn't have been able to be done without them?

Posted (edited)

Got interrupted while posting the scripts, added the rest of the scripts to the main post.

 

@OTE, the import scripts can be used with newer versions of 3dsmax and import the weights correctly. Breinj's script doesn't seem to import the weights but his script does do vertex colors which mine doesn't do. The import scripts work a bit faster so the importing of pc models don't take as long.

 

I'm not an expert on 3d modelling but from what I understand, the object defines what bones affect the movement of the object. The weight defines how much of an impact the bone movement makes on the object. I've been looking at importing this data as a solution to the face corruption issues on the pc models when facial animations are enabled but it doesn't seem to sort the issue out. I'm posting the script and coding an import for the weights irrespective as maybe someone else can figure the issue out. the weights may also be useful for the 360 models.

 

The export function exports in standard wavefront object but also includes the vertex normal data which the 3dsmax exporter does not include. The vertex normal data makes a big difference when it comes to getting your modded wrestlers face looking close to your 3dsmax preview.

Edited by tekken57
Posted

Thanks :)

 

These will come in very handy, there is no shortage to your talents sir!

Posted (edited)

 Thanks for the explanation, man--much appreciated!

  On 7/6/2015 at 1:39 PM, UndertakerWLF said:

These will come in very handy, there is no shortage to your talents sir!

Ain't that the truth.

Edited by OverTheEdge
Posted

...So with the export weights script can we have animated faces again without the distortion?

 

Posted
  On 7/6/2015 at 8:57 PM, bravebird31 said:

...So with the export weights script can we have animated faces again without the distortion?

 

That was the plan but the weights hasn't fixed that issue. You guys can mess with it as I don't know how to recalculate the weights in 3dsmax, maybe you will have more luck.

  • tekken57 pinned this topic
  • 5 years later...
Posted

bro will this scripts helps us to import new models in a yobj model file??

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