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How to use SMD Tools

PostScriptReal edited this page Nov 17, 2024 · 1 revision

Introduction

This page will cover how to utilise the functions of PS's SMD Tools. This includes:

  • Bone Duping;
  • Material Pointer Fixing, and;
  • .bmp Extension Appending.

Bone Duping

To use bone duplicating functionality, open up the program, the program will always start up with the Bone duping menu by default.

The first step is to input the path of the smd file or folder of SMDs, this can be done easily by clicking on the 'File' or 'Folder' buttons and navigating in the file explorer window that opens.

The menu will give you 3 different input boxes for 3 variables, they all need to have some sort of input otherwise the program will not work. Here is an explanation of what each option does.

  • Base Bone --> This refers to the bone the program will use as a 'base' i.e. What bone will have it's transformations taken from.
  • New Bone --> This refers to the bone that will be modified by the program, you cannot create new bones using SMD Tools, you can only specify bones that exist in the armature.
  • Parent Bone --> This refers to the parent of the bone specified in the new bone option, an example of this is Bip01 R Finger11 being parented to Bip01 R Finger1.

Once you have filled in all the available options, you can click the Dupe button and the terminal will start printing out text, showing the program is working, the terminal will print out "SMD created!" once finished.

Running Scripts

To run a script for bone duping, you need to put in a path and click the 'Script' option. Below is a list of available built-in scripts for bone duping:

Material Pointer Fixing/.bmp Appending

To access the following options, launch the program and select the 'Material Fix' option.

Material Pointer Fixing

Firstly, put in the path to the Model SMD you are trying to modify, this can be done easily using the 'File' button.

Below the path box is 3 other input boxes, all 3 are required for the material pointer fixing function. Here is an explanation of each option and how they work:

  • Type Finder Value --> This value is used by the program to find parts of the SMD that includes the value as a string. Asterisks can be used as a wildcard to find a substring, if you want to find any string ending with 'red', the wildcard has to be at the start, if you want to find a string starting with 'red', the wildcard needs to be at the end.
  • String Part to Rename --> Pretty self-explanatory, it is used to tell the program which part of the string that's been found to be replaced i.e. the substring.
  • String Part to Replace --> Again, very self-explanatory, the value is used to tell the program what to replace the sub-string with, you can leave it blank if you want the string removed.

Once you have filled in all the available inputs, you can click the 'Fix Pointer' button and the terminal will start printing out text, the terminal will print out "SMD Written" once finished.

.bmp Extension Appending

This function is also in the 'Material Fix' menu. To use it you need to input the path to the Model SMD you want to modify and a value for the Type Finder Value. To start the function, click the 'File Ext' button and the program will start appending '.bmp' to every material pointer that matches the Type Finder Value, this will result in something like this:

red --> red.bmp

Running Scripts

To run a script for material fixing and .bmp extension appending, you need to put in a path and click the 'Script' option just like in the last 'Running Scripts' section. Below is a list of available built-in scripts for the material pointer functions:

  • Duped Materials Fix - renames material pointers to duplicate materials that are named material2-5.bmp to just material.bmp, avoiding the need to include duplicate textures that artificially inflate file sizes.
  • Blender Name Fix - renames material pointers to materials that are named material.bmp.001-005 by Blender to just material.bmp, avoiding the need to include duplicate textures that artificially inflate file sizes.
  • File Ext - this is a sample script that (most likely) won't work as it tries to append '.bmp' to material pointers that match 'Sample', 'Script', 'Dont', 'Use', 'Only', 'For', 'Reference' and 'Purposes'. This is there for people who want to make a script for the BMP function.

Conclusion

This is all the documentation for the scripting capabilities for PostScript's SMD Tools, more functions may be added as the program continues to be developed.

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