Gmax to .act
Posted: Sun Dec 04, 2005 8:06 pm
I am useing Gmax to create my characters, but in order to expot them to a ".act" file, i need some NFO and KEY scripts, can any one tell me where i can get these scripts?
this is what i got does it look rightCowboyUp wrote:On the right panel, click on the little hammer- utilities. At the bottom, click on MAXscript. Click on "open listener, than click on "run script" and than from the window choose NFO or KEY. In the listener a bunch of stuff should come up. Copy/paste that into a notepad, and than "save as" and save as "all files". Than name it "modelname.nfo/key"
Code: Select all
-------------------------------------------------------------------------------
-- Genesis3D Actor KEY Exporter for gmax 1.x & 3ds max 4.x
-- version 1.01
-- by b4dz3ct0r (b4dz3ct0r@yahoo.com)
-- based on Neuromancer's script
--
-- use at your own risk!
-------------------------------------------------------------------------------
-- usage:
-- prepare the scene
-- open MAXScript listener window ( MAXScript > MAXScript Listener... )
-- make sure the Listener window is clear!!! ( RMB > Clear All )
-- run this script ( [Listener Menu] File > Run Script... )
-- wait while the script to be processed
-- if the script stoped, select all ( Ctrl+A ) text on Listener Window
-- copy it ( Ctrl+C )
-- open text editor ( Notepad )
-- paste on text editor ( usually Ctrl+V )
-- save with *.key extension ( Save as type: All Files )
-------------------------------------------------------------------------------
NFO_bones = #()
format "KEYEXP 2.1\n"
flushStringStream
for i in $* do
(
if iskindof i BoneGeometry then append NFO_bones i
)
format "Number of Bones = %\n" NFO_bones.count
format "Key Data\n"
flushStringStream
l = 0
s = 0
l += animationRange.end
s += animationRange.start
format "% % %\n" s l frameRate
flushStringStream
all_nodes = $*
for scene_node in NFO_bones do
(
format "Node: %\n" scene_node.name
format "Number of Notes = 0\n"
flushStringStream
max time start
for i in 0 to l do
(
at time i
(
tm = scene_node.transform
tp = scene_node.transform.translationpart
qq = scene_node.transform.rotationpart
identity tm
rotate tm qq
translate tm tp
if scene_node.parent != undefined then
(
ptm = scene_node.parent.transform
qq = ptm.rotationpart
tp = ptm.translationpart
identity ptm
rotate ptm qq
translate ptm tp
ptm = inverse ptm
tm *= ptm
)
format "%, %, %,\n" tm.row1.x tm.row1.y tm.row1.z
format "%, %, %,\n" tm.row2.x tm.row2.y tm.row2.z
format "%, %, %,\n" tm.row3.x tm.row3.y tm.row3.z
format "%, %, %,\n" tm.row4.x tm.row4.y tm.row4.z
flushStringStream
)
)
)
format "Key Data Complete\n"
flushStringStream
-- b4dz3ct0r 20021212071742
----------------------------
-- version 1.01
-- - silent animation frames access (get animation data without animate scene)
Code: Select all
Welcome to MAXScript.
KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete