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Merge pull request #7 from jaideepcoder/master
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jbhoosreddy committed Dec 10, 2012
2 parents 80de7c2 + 85856e9 commit 7058696
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3,555 changes: 3,555 additions & 0 deletions Tools/CryMaxTools/Animation/AimPoseCreator.ms

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1,477 changes: 1,477 additions & 0 deletions Tools/CryMaxTools/Animation/AlignLocator.ms

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11,098 changes: 11,098 additions & 0 deletions Tools/CryMaxTools/Animation/AnimManager.ms

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97 changes: 97 additions & 0 deletions Tools/CryMaxTools/Animation/AnimManager_characters.xml
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<CharacterSettings>
<FileInfo Rev="1.0" />
<Characters>
<Character Name="Human" Active="true">
<Setup Name="SDK_Character_male" Active="true" SourcePath="Game\Animations\human_male\" GamePath="Game\Animations\human_male\">
<Model ModelPath="Game\Objects\Characters\neutral_male\SDK_character_male.max" AutoSync="true" RemoveOld="true" PreferLoad="true" />
<Biped PosePath="" AutoSync="true" RemoveOld="false" />
<Align TargetNode="" SourceNode="" Rotation="(quat 0 0 0 1)" Position="[0,0,0]" />
<Misc SkipFirst="0" SkipLast="0" CustomRig="false" />
<SourceNodes>
<Node Name="Bip01 Head" />
<Node Name="Bip01 L Calf" />
<Node Name="Bip01 L Clavicle" />
<Node Name="Bip01 L Finger0" />
<Node Name="Bip01 L Finger01" />
<Node Name="Bip01 L Finger02" />
<Node Name="Bip01" />
<Node Name="Bip01 L Finger11" />
<Node Name="Bip01 L Finger12" />
<Node Name="Bip01 L Finger1" />
<Node Name="Bip01 L Finger21" />
<Node Name="Bip01 L Finger22" />
<Node Name="Bip01 L Finger2" />
<Node Name="Bip01 L Finger3" />
<Node Name="Bip01 L Finger31" />
<Node Name="Bip01 L Finger32" />
<Node Name="Bip01 L Finger41" />
<Node Name="Bip01 L Finger42" />
<Node Name="Bip01 L Finger4" />
<Node Name="Bip01 L Foot" />
<Node Name="Bip01 L Forearm" />
<Node Name="Bip01 L Hand" />
<Node Name="Bip01 L Thigh" />
<Node Name="Bip01 L Toe0" />
<Node Name="Bip01 L UpperArm" />
<Node Name="Bip01 Neck" />
<Node Name="Bip01 Pelvis" />
<Node Name="Bip01 R Calf" />
<Node Name="Bip01 R Clavicle" />
<Node Name="Bip01 R Finger0" />
<Node Name="Bip01 R Finger01" />
<Node Name="Bip01 R Finger02" />
<Node Name="Bip01 R Finger11" />
<Node Name="Bip01 R Finger12" />
<Node Name="Bip01 R Finger1" />
<Node Name="Bip01 R Finger2" />
<Node Name="Bip01 R Finger21" />
<Node Name="Bip01 R Finger22" />
<Node Name="Bip01 R Finger31" />
<Node Name="Bip01 R Finger32" />
<Node Name="Bip01 R Finger3" />
<Node Name="Bip01 R Finger4" />
<Node Name="Bip01 R Finger41" />
<Node Name="Bip01 R Finger42" />
<Node Name="Bip01 R Foot" />
<Node Name="Bip01 R Forearm" />
<Node Name="Bip01 R Hand" />
<Node Name="Bip01 R Thigh" />
<Node Name="Bip01 R Toe0" />
<Node Name="Bip01 R UpperArm" />
<Node Name="Bip01 Spine" />
<Node Name="Bip01 Spine1" />
<Node Name="Bip01 Spine2" />
<Node Name="Bip01 Spine3" />
<Node Name="Locator_Locomotion" />
</SourceNodes>
<GameBones>
<Node Name="Bip01 Spine">
<Condition Name="string_animName" Active="true" Layer="0" VarID="1" StateID="1" GroupID="2" Value="&quot;UB&quot;" />
<Condition Name="string_animName" Active="true" Layer="0" VarID="1" StateID="1" GroupID="2" Value="&quot;AimPoses&quot;" />
</Node>
<Node Name="Bip01" />
</GameBones>
</Setup>
</Character>
<Character Name="----------------" Active="false">
<Setup Name="Base Char" Active="true" SourcePath="" GamePath="">
<Model ModelPath="" AutoSync="true" RemoveOld="true" PreferLoad="false" />
<Biped PosePath="" AutoSync="true" RemoveOld="false" />
<Align TargetNode="" SourceNode="" Rotation="(quat 0 0 0 1)" Position="[0,0,0]" />
<Misc SkipFirst="0" SkipLast="0" CustomRig="false" />
<SourceNodes />
<GameBones />
</Setup>
</Character>
<Character Name="Weapons" Active="true">
<Setup Name="Scar" Active="true" SourcePath="Game\Animations\weapons\us\scar\" GamePath="Game\Animations\weapons\us\scar\">
<Model ModelPath="Game\Objects\Weapons\Scar\scar_tp.max" AutoSync="true" RemoveOld="true" PreferLoad="false" />
<Biped PosePath="" AutoSync="true" RemoveOld="false" />
<Align TargetNode="weapon_bone" SourceNode="MASTER_CON" Rotation="(quat 0 0 0 1)" Position="[0,0,0]" />
<Misc SkipFirst="0" SkipLast="0" CustomRig="false" />
<SourceNodes />
<GameBones />
</Setup>
</Character>
</Characters>
</CharacterSettings>
202 changes: 202 additions & 0 deletions Tools/CryMaxTools/Animation/AnimManager_export.xml

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57 changes: 57 additions & 0 deletions Tools/CryMaxTools/Animation/AnimManager_import.xml
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<ImportSettings>
<FileInfo Rev="1.0" />
<Templates>
<Process Name="Delete HTR Nodes" Active="true">
<Script Path="" Text="fn delHTRNodes =&#xD;&#xA;(&#xD;&#xA; if HTRBones != undefined then&#xD;&#xA; (&#xD;&#xA; for i = 1 to HTRBones.count do&#xD;&#xA; (&#xD;&#xA; try delete HTRBones[i] catch()&#xD;&#xA; )&#xD;&#xA; )&#xD;&#xA;)" />
</Process>
<Process Name="Fix IK Targets" Active="true">
<Script Path="" Text="fn fixIK =&#xD;&#xA;(&#xD;&#xA; local tempTM = matrix3 1&#xD;&#xA; tempTM.pos = [100.0,0,0]&#xD;&#xA; &#xD;&#xA; for i = animationRange.start to animationRange.end do&#xD;&#xA; (&#xD;&#xA; sliderTime = i&#xD;&#xA;&#xD;&#xA; local newTM = tempTM * $'#A_Bip01 R Hand'.transform&#xD;&#xA; &#xD;&#xA;&#xD;&#xA; biped.setTransform $'#A_Bip01 LHand2Weapon_IKBlend' #rotation newTM.rotation true&#xD;&#xA; biped.setTransform $'#A_Bip01 LHand2Weapon_IKBlend' #pos newTM.pos true&#xD;&#xA;&#xD;&#xA; biped.setTransform $'#A_Bip01 LHand2Weapon_IKTarget' #rotation $'#A_Bip01 L Hand'.transform.rotation true&#xD;&#xA; biped.setTransform $'#A_Bip01 LHand2Weapon_IKTarget' #pos $'#A_Bip01 L Hand'.transform.pos true&#xD;&#xA; )&#xD;&#xA;)" />
</Process>
<Process Name="Load to Skeleton" Active="false">
<Script Path="" Text="fn loadToSkeleton node:&quot;&quot; =&#xD;&#xA;(&#xD;&#xA; local tempNode = getNodeByName node&#xD;&#xA; if tempNode != undefined then&#xD;&#xA; (&#xD;&#xA; local tempSkel = cryAM.usedSkel&#xD;&#xA; cryAM.usedSkel = #(tempNode)&#xD;&#xA; cryMaxTools.anim.functions.UI.loadAnim cryAM.currentQue&#xD;&#xA;&#xD;&#xA; cryAM.usedSkel = tempSkel&#xD;&#xA; )&#xD;&#xA;)" />
</Process>
<Process Name="Run Retarget" Active="true">
<Script Path="" Text="fn loadMapping path:&quot;&quot; deleteOld:false =&#xD;&#xA;(&#xD;&#xA; if path != &quot;&quot; then &#xD;&#xA; (&#xD;&#xA; if (getFiles path).count &gt; 0 then&#xD;&#xA; cryAM.loadedMappingPath = cryMaxTools.anim.functions.UI.loadMapping path&#xD;&#xA; else&#xD;&#xA; print &quot;Path not found&quot;&#xD;&#xA; )&#xD;&#xA;&#xD;&#xA; if deleteOld == true then&#xD;&#xA; (&#xD;&#xA; for i = 1 to cryMaxTools.anim.vars.map.count do&#xD;&#xA; if cryMaxTools.anim.vars.map[i].sourceID &gt; 0 then&#xD;&#xA; try ( delete (getNodeByName cryMaxTools.anim.vars.map[cryMaxTools.anim.vars.map[i].sourceID] ) ) catch()&#xD;&#xA; )&#xD;&#xA;)&#xD;&#xA;&#xD;&#xA;fn runRetarget =&#xD;&#xA;(&#xD;&#xA; with undo off&#xD;&#xA; (&#xD;&#xA; cryMaxTools.anim.functions.UI.runRetarget()&#xD;&#xA; )&#xD;&#xA;)" />
</Process>
</Templates>
<Tasks>
<Task Name="Retarget" Default="true" Active="true">
<Process Name="Load to Skeleton" Active="false">
<Script Path="" Text="fn loadToSkeleton node:&quot;&quot; =&#xD;&#xA;(&#xD;&#xA; local tempNode = getNodeByName node&#xD;&#xA; if tempNode != undefined then&#xD;&#xA; (&#xD;&#xA; local tempSkel = cryAM.usedSkel&#xD;&#xA; cryAM.usedSkel = #(tempNode)&#xD;&#xA; cryMaxTools.anim.functions.UI.loadAnim cryAM.currentQue&#xD;&#xA;&#xD;&#xA; cryAM.usedSkel = tempSkel&#xD;&#xA; )&#xD;&#xA;)" />
<Parameters>
<Function Name="loadToSkeleton">
<Property Name="node" Value="&quot;&quot;" />
</Function>
</Parameters>
</Process>
<Process Name="Run Retarget" Active="true">
<Script Path="" Text="fn loadMapping path:&quot;&quot; deleteOld:false =&#xD;&#xA;(&#xD;&#xA; if path != &quot;&quot; then &#xD;&#xA; (&#xD;&#xA; if (getFiles path).count &gt; 0 then&#xD;&#xA; cryAM.loadedMappingPath = cryMaxTools.anim.functions.UI.loadMapping path&#xD;&#xA; else&#xD;&#xA; print &quot;Path not found&quot;&#xD;&#xA; )&#xD;&#xA;&#xD;&#xA; if deleteOld == true then&#xD;&#xA; (&#xD;&#xA; for i = 1 to cryMaxTools.anim.vars.map.count do&#xD;&#xA; if cryMaxTools.anim.vars.map[i].sourceID &gt; 0 then&#xD;&#xA; try ( delete (getNodeByName cryMaxTools.anim.vars.map[cryMaxTools.anim.vars.map[i].sourceID] ) ) catch()&#xD;&#xA; )&#xD;&#xA;)&#xD;&#xA;&#xD;&#xA;fn runRetarget =&#xD;&#xA;(&#xD;&#xA; with undo off&#xD;&#xA; (&#xD;&#xA; cryMaxTools.anim.functions.UI.runRetarget()&#xD;&#xA; )&#xD;&#xA;)" />
<Parameters>
<Function Name="loadMapping">
<Property Name="path" Value="&quot;&quot;" />
<Property Name="deleteOld" Value="false" />
</Function>
<Function Name="runRetarget" />
</Parameters>
</Process>
</Task>
<Task Name="retargetHTR" Default="true" Active="true">
<Process Name="Run Retarget" Active="true">
<Script Path="" Text="fn loadMapping path:&quot;&quot; deleteOld:false =&#xD;&#xA;(&#xD;&#xA; if path != &quot;&quot; then &#xD;&#xA; (&#xD;&#xA; if (getFiles path).count &gt; 0 then&#xD;&#xA; cryAM.loadedMappingPath = cryMaxTools.anim.functions.UI.loadMapping path&#xD;&#xA; else&#xD;&#xA; print &quot;Path not found&quot;&#xD;&#xA; )&#xD;&#xA;&#xD;&#xA; if deleteOld == true then&#xD;&#xA; (&#xD;&#xA; for i = 1 to cryMaxTools.anim.vars.map.count do&#xD;&#xA; if cryMaxTools.anim.vars.map[i].sourceID &gt; 0 then&#xD;&#xA; try ( delete (getNodeByName cryMaxTools.anim.vars.map[cryMaxTools.anim.vars.map[i].sourceID] ) ) catch()&#xD;&#xA; )&#xD;&#xA;)&#xD;&#xA;&#xD;&#xA;fn runRetarget =&#xD;&#xA;(&#xD;&#xA; with undo off&#xD;&#xA; (&#xD;&#xA; cryMaxTools.anim.functions.UI.runRetarget()&#xD;&#xA; )&#xD;&#xA;)" />
<Parameters>
<Function Name="loadMapping">
<Property Name="path" Value="&quot;&quot;" />
<Property Name="deleteOld" Value="false" />
</Function>
<Function Name="runRetarget" />
</Parameters>
</Process>
<Process Name="Delete HTR Nodes" Active="true">
<Script Path="" Text="fn delHTRNodes =&#xD;&#xA;(&#xD;&#xA; if HTRBones != undefined then&#xD;&#xA; (&#xD;&#xA; for i = 1 to HTRBones.count do&#xD;&#xA; (&#xD;&#xA; try delete HTRBones[i] catch()&#xD;&#xA; )&#xD;&#xA; )&#xD;&#xA;)" />
<Parameters>
<Function Name="delHTRNodes" />
</Parameters>
</Process>
</Task>
</Tasks>
</ImportSettings>
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