Call of Duty bo3: ZM FX anim: Difference between revisions
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(Created page with "=== Importing FX Anim - Siege Model === == What you need == * Tutorial used Maya 2018.3 x64bits - it may work with other version, untested * [http://wiki.zeroy.com/codbo3_fi...") |
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* Tutorial used Maya 2018.3 x64bits - it may work with other version, untested | * Tutorial used Maya 2018.3 x64bits - it may work with other version, untested | ||
* [http://wiki.zeroy.com/codbo3_files/CODToolsPlugins1.0.zip | * [https://wiki.modme.co/wiki/apps/CODTools-(Autodesk-Maya-Exporter).html CODTOOLS 1.0] from DTZxPorter (Mirror for v1.0 [http://wiki.zeroy.com/codbo3_files/CODToolsPlugins1.0.zip HERE]) | ||
* [https://github.com/dtzxporter/SETools SeTools v4.0.0] from DTZxPorter | * [https://github.com/dtzxporter/SETools SeTools v4.0.0] from DTZxPorter | ||
* Greyhound / Wraith from DTZxPorter/Scobalula | * Greyhound / Wraith from DTZxPorter/Scobalula | ||
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* Xmodel should be Rigid, select the .BIN you exported earlier | * Xmodel should be Rigid, select the .BIN you exported earlier | ||
* Create the missing MTL & images (use Hydrax here for ease) | * Create the missing MTL & images (use Hydrax here for ease) | ||
* Create a new | * Create a new Asset '''sanim''' | ||
* Input the anim file '''.SIEGE_ANIM_SOURCE''' you exported earlier | * Input the anim file '''.SIEGE_ANIM_SOURCE''' you exported earlier | ||
* Input the Siege Model you created previously | * Input the Siege Model you created previously |
Latest revision as of 01:11, 8 April 2020
Importing FX Anim - Siege Model
What you need
- Tutorial used Maya 2018.3 x64bits - it may work with other version, untested
- CODTOOLS 1.0 from DTZxPorter (Mirror for v1.0 HERE)
- SeTools v4.0.0 from DTZxPorter
- Greyhound / Wraith from DTZxPorter/Scobalula
Rip Assets
- Rip the assets you need with Greyhound / Wraith: you need the smod Model in Maya format (example p7_fxanim_zm_island_mirg_trap_spores_mod_LOD0.ma) and you need the Fxanim(s), usually same name but _anim in Seanim format (Example: p7_fxanim_zm_island_mirg_trap_spores_1_anim.seanim)
Maya
- After installing SeTools + CODTools, open the Model .MA file in Maya
- Drag the .MEL to bind the model
- Select Joints + Mesh Root > Select > Select Hierarchy
- File > Export Selection > Select COD XMODEL_BIN > save file in correct BO3 folder after naming it as it was in .MA format
- Import first anim using SETools > Animation > Import SeAnim File
- Select Joints > Select Hierarchy
- File > Export Selection > Select CoD Siege Anim Source > save file in correct BO3 folder after naming it as it was in .seanim format
- Repeat last step if more anim but use SeTools > Clear scene in between importing animation
APE
- Create a new GDT or use existing one, create new Asset Xmodel
- Xmodel should be Rigid, select the .BIN you exported earlier
- Create the missing MTL & images (use Hydrax here for ease)
- Create a new Asset sanim
- Input the anim file .SIEGE_ANIM_SOURCE you exported earlier
- Input the Siege Model you created previously
- Set Loop if required
- Test to see if sanim now plays in APE Preview (this is the asset you drop in Radiant)
You are done!