Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- thank you [Music] hey everybody I'm going to kind of show you how to do retargeting in Elder Marine uh this video is just going to be for Elder Marine um however 70s techniques will translate to the other fun software games um there's gonna be a couple of things you'll need this is the first thing I should tell you right off the bat is you're going to need Dark Souls Animation Studio 3ds Max blender the Rococo plugin for blender have it content tools and you'll need the other as well I'm gonna link on the three tools in the description below and if you have any questions about the more expensive software you are more than welcome to message him message me on Discord and I'll see what I can do to help you out um first things first before you open any of this software is assuming you already got mod engine we're going to use mod engine to host all the files that we're going to work with today we're going to try to retarget a cleanbot Knights animation onto the player and we're going to replace a player animation um doesn't really matter which one it's entirely up to you um what I like to do is I like to refer to all these animation IDs and just kind of pick something uh something like I don't know let's do vacuum slides uh a668 so that's what we're gonna think about for now first thing is open uh Dark Souls Animation Studio and also make sure in your monitorium folder that you may put uh this that you uh that's not what I want where is it there it is you drag in the animations uh the thing you want to follow the animation from so this is the clean mod night right here and just for convenience's sake Dragon the player Tay uh anabine pile and all these uh hkx compendiums these have all the actual animations inside them and uh except for these two but don't worry about that and then this has the tape files okay
- so we're gonna just get straight into it you're targeting tutorial let's open the player I'm going to click no game data directory you just go to the game folder press save Mart engine directory press browse uh mod engine
- uh uh retargeting tutorial save and another important thing that I need to remind you guys to do is to load the ux Sim unpack game files so before you even do anything you'll need to use uxcm to unpack the original game files don't worry it's not going to break your game it just lets you see all of the files you need to mess with the game so click apply
- hello everyone it's me from the future um I just need to make a quick reaction when we're retargeting we actually only need the player skeleton with the bones and not the animation that goes on the skeleton so we're going to just open up the uh and a bottom file for the player I'm just opening a random one um we go to tools exploit skeleton and animation select none click habit2010.2 Pat file X32 and click skeleton and then you need at least one animation for it to export properly so just click any of them and then you can use this browse option to find where you want to export them and click Start export
- and then I just go to file import
- to skeleton
- there she is looking pretty select all of it open helper helper helper manager this is something you have to download by the way it's not it linked in the description below website looks like this and you can find the file all the way at the bottom
- change bone size to 0.1 preserve hierarchy click apply what place of Bones look at those beautiful bones select everything go to file export and Export is fbx and it can be wherever you want um again this isn't the same project I'm just making a correction here we're gonna name it something like player skeleton
- save make sure your units are meters you want to be consistent with that and everything else looks good so okay and then when we open blender annoy that mess
- oh my goodness we'll just make a new pie chat
- uh you got a file import fbx go look for that player skeleton fbx file exploit that and it should look like this so that's the only correction I need to make if you include an animation on your targets skeleton prior to retargeting um it can make some stuff kind of [ __ ] up um I didn't realize this until later luckily collaborated correct to me and then this should be all you need to know and we're going to resume with the rest of the video so let's go back to past me so uh we're done with this so let's just click open let's open the Clean Rock night and uh uh same directories here click apply
- and we're just going to pick something kind of random I'm not making this for myself it's just an example for you guys
- so 2000's usually walking we don't really care about that let's find something that's like an attack uh let's skip ahead to ten thousand nope those are death animations let's try six thousand running seven thousand standing oh here you go
- let's find something kind of flashy just so this is fun
- something different than the usual player animation
- just kind of browsing to all this seeing what I might like lots of death animations
- that one's pretty cool
- I don't think that's a player animation yet so 8001 zero zero three zero one zero I mean it's highlighted right here you don't have to memorize that number or anything tools exploit skeleton and animations make sure you got the directory right click on the second one 2010 and select none open up this uh 3010 right here and don't forget to exploit the skeleton too and start exploit
- I'm going to delete that uh
- sorry I just had to double check my audio files um so yeah launch this is exported you can close this and you can close this too foreign let's just minimize this we don't need Map Studio so let's just close that and the next part is when we start diving into the kind of tricky stuff we're going to open up the es Max
- so there's one thing I want everybody to do before you do anything in 3ds Max and let's go to customize unit setup system unit setup foreign unit is one meter and press ok
- so we're gonna let's change the perspectives here when you open up 3DS it's gonna look like this which is a little overwhelming so let's go to views Viewpoint configuration layout
- and we're going to change to top left to be a perspective View we're going to change the layout to only up one View that way it's a little easier to understand this middle Mouse to pan around the place and it's alt middle Mouse to rotate
- first things first import and you're going to need uh the have it plug-in for this um to be able to be hkx files and like I said if you need that stuff um or if you need help with it just send me a message
- so let's go to mod engine
- retargeting tutorial oh yeah let's put these we'll put these clean bot night things in there folder later but for now let's open up player let's open up skeleton
- you don't need to mess with any of this stuff press import and you'll see this little orange guy down here
- one thing you'll also need to do go to edit sorry go to customize customize user interface
- good toolbars we're gonna go to something called helper something helper manager right here just drag it wherever you want it it doesn't matter it's just preference and let's close that select everything here click helper manager
- and on the right hand side here we'll see the helper manager turn down the phone size to 0.1 click preserve hierarchy click apply click what place it buttons and now we have bones in our skeleton foreign next go to animation and click set a skin pose
- now we can add the actual animation right here
- and if we click the little play button on the bottom
- we'll see the vacuum slice that I'm doing my animation is probably playing slower anymore it's just because I have it at halftime speed we can put it at one to see guys kind of know what you're doing Okay so next up uh click this little button on the bottom that says time configuration and increase the frame count by one
- we're doing this so we can set an eight pose at the beginning of the animation that way we can line up the skeletons prior to retargeting you can press Ctrl a to select everything and on the bottom here oops
- select all these little keys and move it over just one frame just like that
- go all the way back to the beginning you can use you can drag this to kind of move across the timeline
- on the bottom right click auto key foreign
- go to animation and click assume skin pose and you'll see down here in the bottom left it just made a little key for us and that's going to help us a lot when it comes to retargeting
- now go to file export let's go back to that mod engine folder
- and let's just call this player vacuum slice we're going to export this Autodesk Dot fbx
- now we're not going to mess with anything here
- let's see
- make sure under units the scale factors 1.0 scene units converted to meters what else uh
- that's it it should be pretty straightforward so click OK that's export it click new new all don't save
- go to import now we're going to master the cleanbot night stuff uh let me just put that stuff in the folder where you belongs real quick
- foreign
- Ellie it's easier for you guys to kind of see what I'm doing go to the cleanbot knights animations click on the skeleton we're going to import that we're doing the same thing again make sure you do all this in order
- uh motion Builder I mean helper manager crank this down to 0.1
- preserve hierarchy apply replace the bones
- go to animation set a skim pose yes file import the actual animation
- uh go to time configuration on the bottom increase the frame count by one click ok select everything
- and let's move this all over by one frame foreign
- [Music] I left that one over there there you go make sure everything's moved over one thing
- now we're going to click auto key make sure this timeline thing is on the first frame go to animation and assume skin pose
- now I'm going to go to file exploit and call this clean right spear sweep
- same thing here make sure the units are okay
- uh and okay
- now we're done with 3DS so just minimize it so you don't have to think about that for now and we're going to open blender
- when it comes to blender to install the cocoa plugin you'll download a zip file on that website and all you have to do is drag that zip file onto the screen and blender and it'll install it for you
- when you're in blender press n that way you have a cocoa on the side here okay it might start with a few cubes and boxes you can select them on the right here and just delete all that stuff however you have a blank slate press file import fbx
- go to that mod engine folder
- retargeting tutorial we're going to just import both of them at once uh uh
- import now this looks really confusing to you I'm sure um
- just don't worry too much yeah but I'm gonna play it so you guys see what's going on here this guy is to clean hot night we press space you can see him do the sweep you can kinda uh
- let me print this down you can kind of see what he's doing he's face down by the way this is facing the front of the guy he's sweeping the spear but just for consistency sake we're gonna look at it from this perspective deposit because uh mate Not Invisible let's look at the player see what he's doing play there's the vacuum slice and luckily they're pretty similar when it comes to the amount of frames
- that'll make it easier to edit the tape and play around with that stuff so now they can both be visible
- and we're going to scale down the clean lot Knight so it's closer to the size of the player so select down the right here click scale on the left here don't click any of these colored names just click the circle and Shrink them down so you roughly the size of the player might have to kind of mess with it
- because this foot position oh let's go to the beginning later e-posing there we go it's a lot easier to understand you can see their feet at the bottom here there's these little diamonds or whatever you want to call them you can use those for reference
- let's get them pretty close
- that's pretty good
- okay that's pretty good we're gonna go to Belco Studio live on the right here there's a little plug-in click retarget source clean about night that's the first Armature Target second Armature and just click build bound list
- uncheck Auto scale remove master from this list and click retarget animation
- and then you can play it see if it's kind of close it looks like a mess but it looks like it's real close let's look at just the player make sure his feet aren't like hovering or doing anything funky looks pretty good to me there might be a little bit of hovering here but uh let me compare it to the clean block night looks like to clean out night's feet are a little closer to the ground so let's try it again let's make both of them visible
- let's click on the player or actually let's click on the claimout night we're going to translate them down a little bit
- and let's try retargeting one more time
- the cleanbot Knight is now a little bit underground but that doesn't matter too much because now the player is level in the ground
- um let's drag the Knight down a little more we target more money time perfect
- now my feet are lined up it won't look like I'm hovering or doing any kind of funky stuff
- so before you export it just to double check there's a little button right here called scene properties click units and make sure your units are metric and your unit scale is one put the Armature of your player and what am I going to export and go to file export fbx let's find out uh mod engine folder
- let's call it player no let's call it clean by we targeted two player you can call it whatever you want I just name it these kind of things for clarity sink on the right here limit to selected objects make sure your scale is 1.0 uncheck space transform and check apply transform
- under geometry you should not have to message anything under Armature uncheck add Leaf bones under bake animation uncheck in all lay strips and fully start in key
- and that should be it I'm going to let this play on the screen for a little while just so you guys kind of can kind of look at it and copy it
- now click explore fbx let's minimize this and go back to Autodesk
- so here's the weird thing we have to do we have to copy the boot motion put them to clean bot night boot motion is something that tells the player where to move in the actual game world if you just copy the animation your player is going to do all the animation the actual skeleton wheel but it's not going to translate or rotate anywhere in the actual 3D game world so it'll be useless so let's go to file new new all don't save file import let's go back out let's yeah let's go to clean mod again import don't worry about the bone stuff this time just go to file import and point the animation again
- and make sure everything's deselected only select the master you can look for it by clicking on your screen here or you can just use this list right here and go to graph editor's curve editor
- and I have it dragged out at the 3ds Max just so I can get a bigger look at it but under master
- click position
- and then just so you can see where all the keys are click view frame bring value extents basically it's framing the largest extent set of key values and you have a let's see just so you kind of see what's going on here you have x y z and W right now we just see x y and z x is red I think Y is blue and C no Zeus blue and white screen
- let's close that was only clip position make sure that's the only thing selected click edit and copy
- now we're going to go back to 3DS and click new new all don't save file import go back out here and select that file you exported from blender cleanbot retarget it to player
- this is really really important I cannot stress how important this is make sure you hit the latest retarget that you did make sure you leave its bones and under units make sure this is weird I know it's weird but make sure file units are converted to meters and your scale factor is 0.01 it sounds like it's going to shrink it but I promise you it's not it's just some weird issue between blender and CD I swear they don't directly translate scale factors when it comes to this so make sure that's meters and that should be okay and click ok
- your player just to check if your scales right your players should be really skinny like this
- and he uh he shouldn't have any bones you shouldn't have a bunch of squiggling lines around them if he has a bunch of squiggling lines around him that's because you convert it to dummies instead of leaving ads bones If your player has a bunch of really big polygons around them that's probably because he forgot to uncheck add Leaf bones in the blender settings so we got this guy in here
- we made it this far and now we're gonna deselect everything you can just click anyway on the negative space over here and click master
- click graph editors trap view curve editor I have it on my other reminder here
- and click position under transform click edit and paste and then click instance and it should look like exactly the same however we don't care about X translation that's just going to create some funky looking stuff so pay attention closely we're going to select everything here
- click View filters
- and uncheck y and z and click ok so now the only thing we see is the X curve for the root motion
- if you have an older version of 3DS it'll be up here if you have a newer one like me it's going to be on the bottom left right here this lets you input the value for the keys just so you know the keys are all these little white dots here basically keyframes we're gonna click zero and click enter and it should be a flat line like this actually I'm sorry one set
- uh make sure before you input 0 make sure you click over here and deselect everything because it's still selecting x y and z and then select just X and input 0 press enter sorry about that if you won't double check if everything's okay go to filters re-enable Y and Z click ok and you can see that Y and Z still have uh mainly uh Z still has its curve cool we're done with this click X let's get out of here
- all right and we're gonna click play and just see what happens and it's gonna be weird just so you know
- so my player is face down and he's moving up which isn't right there's an easy solution for this let's pause this again let's go to the beginning to so you see that a pose deselect everything select Armature which is this cube right here and click this rotation button up here and rotate at 90 degrees exactly
- um
- a way to make that easier actually is go to here and click angle snap toggle that way it will snap to 90 degrees
- rotate that Armature you'll notice I'm upside down we're gonna fix that real quick deselect that click master
- and rotate the player back up I know it's weird but watch this if I click play
- now I'm moving directly
- however if you look real close you'll see my legs are kind of funky it's just because they're not oriented correctly
- here's the next step
- under here
- left foot Target you can this is a lot more useful than using this visual part here I prefer to use this that way I can find everything correctly so from left foot Target too go to animation constraints position constraint and left thigh put right foot Target two go to animation constraints position constraints right die go back to left Target to constraints orientation constraint left thigh go to right foot Target Two you're going to animation constraints orientation constraints right die and then for Target one left foot Target one constraints orientation constraints left calf or right foot Target one go to animation constraints orientation constraints right calf we're right I mean left foot Target zero or no just left foot Target go to constraints orientation constraints and left foot then for right foot Target go to constraints orientation constraints right foot now select everything and press play again oh look at that my legs are normal I'm a human being again okay this is really really important under where it says Armature here click that I so it's not visible and deselect
- now press Ctrl a select everything make sure Armature is not selected go to Habit content tools export
- create animations and make sure your frame range is one it starts at one that way we don't have that weird a pose at the beginning now we are just using that a post that we target and ends at whatever your you know final frame is uh let me double check what that is
- it's 107. it says right here on this slider
- um they're gonna have it content tools export
- and by the way I'm gonna send you the preset for this um witness has made that place that just make sure you change this and this so under we're going to end the animation at 107.
- go to write to platform this might say uh AMD we might say this which is what I have under the 2018 uh 3DS inhabit tools
- click that right to platform this is where it's going to go so let's click that little thing let's go back to our mod engine folder this time we're gonna go to the character folder
- and we're gonna just export it right there uh actually go back to the player go to the animation that we're going to replace so copy that number make sure it's the same number here then got a retargeting tutorial character and just save it right there
- and when we're done click run configuration you might see some errors you might see some warnings I invite you to try using the animation first before you worry about these it's usually near 20 benign the closest let's save changes just so I can keep that and I really recommend saving the project pile like the seam and save it whatever you want uh clean Rock player that way if it doesn't look quite right you can go back and uh mess with the final steps minimize 3DS and let's open uh Explorer and let's go to retargeting tutorial character and you'll see the animation that we exported is right here
- so what we're going to do is just so you know uh all the things that are above a 90 are going to be stored in here right click it click gather or you might have to drag it onto yeah but it depends on if you better started it or not um you just drag it onto the yapper EXE
- and you get this little folder here let's open this in a new window
- you can kind of go all the way down the rabbit hole
- I know it's a lot of folders and drag that animation that final animation that you exported into here It'll ask if you want to replace it click yes you can close this mess get out of here
- go back to character
- right here let's repack it you can use the avatary packet and that that should be it so we're going to check we're going to open Animation Studio again okay I'll open same thing
- we're opening the player animations by the way
- if you find that all your tastes are expanded you can make it easier by just clicking edit and then collapse I'll take sections that way you can scroll through it a little faster and it's uh 668 right yeah and then just press play wow look at that
- I believe it was six six eight let me double check for you guys uh player yep 668. and now the Claymont Knights animation is on the player however this is just half to battle I don't want to discourage you here I should actually say you're just gonna mess with some things to get this to work better um you can borrow so you'll notice here in this timeline there's a bunch of events these are still the events for vacuum slice just so you know so all these things that it's doing to the game are fully vacuum slice
- we don't need this bullet because the clean about night a tat doesn't have a bullet and you can keep these ffx's if you want but I'm not going to do that uh let's get rid of these one shots which are basically um cosmetic effects let's get rid of these sounds because they're going to sound silly with the cleanbot night thing
- delete all this if you want you can delete everything and start with the Clean Slate
- but now we have a blank slate except for this thing called a rumble cam let's also get rid of this stuff
- Gumball cameras what's making the screen vibrate like that
- and let's uh let's add it tap Behavior so you can borrow from something if we want to so let's go look at this and borrow a very basic attack Behavior how about something from the great swords a125
- or actually let's suppose something from
- Spears let's do clean lot spear 8203 right here
- that's a poke we don't really want that
- how about
- that actually looks pretty good I'm gonna borrow from that second swoop right here where it says invoke tap behavior and I'm gonna press Ctrl C
- I'm gonna scroll back down to that animation we're working on foreign
- put it right here
- so use the same attack Behavior that's the clean box spear basically what that means is it'll do the same damage you can really do whatever you want with that you can pick other attacks um you can kind of play around with that if you like and now if we go to Modi engine
- let's rename this configuration to
- retargeting tutorial
- oh I don't know what just happened here
- there you go save it and let's uh let's launch albumin
- foreign
- [Music]
- [Music]
- foreign
Advertisement
Add Comment
Please, Sign In to add comment