04-22-2018, 09:27 AM
(This post was last modified: 07-19-2018, 11:45 PM by TwiliChaos.)
Animations can now be ripped. In the past couple days I've learned quite a bit about the format, and just how far off I was.
Tested the script on a variety of older and newer models. The MaxScript file I included is not optimized at all so after a few uses Max will return a USE. If anyone cares to optimize it they can.
I'll probably regret sharing this, since around a month ago I shared my rip (back when I had to hardcode it) to Reddit of some unused animations for a model (RTA Panda transmog before rewards were given) and basically immediately after, C2U decided to replace all the unused animations in the next model (RTA Sky Dancer) with walk cycles just to spite me. From what I can tell, unused animations were never removed before.
Welp, onward to buildings and environments, and eventually particle effects. Not that anyone would care for the latter
Edit: There was some unneeded code that I put in a while ago while trying to fix an issue. Regardless, it didn't work, and I forgot to remove it. It copied the first frame in a track to the last frame in a track, which is a problem for non-looping animations (i.e. World Boss). I updated the script.
Late edit 2018/07/19: I gave up on the script a lil while back. The iteration I uploaded, if I remember it correctly, is mostly correct, but has issues with the last frame of bones in animations. I once tried to fix that by copying the first frame of a track to the last frame, but that does not work on animations that do not loop, for obvious reasons.
Tested the script on a variety of older and newer models. The MaxScript file I included is not optimized at all so after a few uses Max will return a USE. If anyone cares to optimize it they can.
I'll probably regret sharing this, since around a month ago I shared my rip (back when I had to hardcode it) to Reddit of some unused animations for a model (RTA Panda transmog before rewards were given) and basically immediately after, C2U decided to replace all the unused animations in the next model (RTA Sky Dancer) with walk cycles just to spite me. From what I can tell, unused animations were never removed before.
Welp, onward to buildings and environments, and eventually particle effects. Not that anyone would care for the latter
Edit: There was some unneeded code that I put in a while ago while trying to fix an issue. Regardless, it didn't work, and I forgot to remove it. It copied the first frame in a track to the last frame in a track, which is a problem for non-looping animations (i.e. World Boss). I updated the script.
Late edit 2018/07/19: I gave up on the script a lil while back. The iteration I uploaded, if I remember it correctly, is mostly correct, but has issues with the last frame of bones in animations. I once tried to fix that by copying the first frame of a track to the last frame, but that does not work on animations that do not loop, for obvious reasons.