Add mass production infantry function, run Stand, Walk, FireUp and other buttons (no order requirement) to output infantry sequence diagram in INF8 folder (each use needs to reopen Max file). Then run "InfSeq.bat" which reads the image in the INF8 folder and generates an infseq.txt file containing the sequence
Add 32 facings vehicle sequence function, run Stand, Walk, FireUp buttons (no order requirements) can be auto-render
in tne VEH32 folder outputs a sequence diagram of the vehicle (Max files need to be reopened for each use). Then run "VehSeq.bat"
, will read the image in the VEH32 folder and generate a vehseq.txt file containing the complete artmd.ini code.
SeqGenerator.exe is a integration of the above two functions
You can click on video to see how to use this script. It took only just 10 minutes to create a SHP file for a infantry
https://www.bilibili.com/video/av37883789
The SHP vehicle, SHP aircraft and SHP projectile function are improved
Add render the current frame of the building as 6 frames function
;================== How to use ==================
Copy the RA2Scripts folder to disk D to use as D:\RA2Scripts\...
Function:
Infantry 8 direction, vehicle 32 direction, infantry idle dead 2 direction, aircraft 32 direction, 32 direction projectile/turret, vehicle 8 direction
Replace scene background bitmap
One key to import infantry, building scene
And one key to remove import infantry, building scene
;================= Before use ===============
Make the model & material & animation well, then import the infantry/building scene, F9 preview whether the shadow and the model exist, and the background image color is also correct, and then save as XXX. Max. Confirm the start and end frames, click the corresponding button on the script to render, the script will automatically
separate the model and model's shadow to the corresponding INF8/VEH32 folders
At the end of each rendering, click "open file again", open xxx. Max, and then render other animations.
With the exception of death/idleness, all render functions have the model facing NORTH before rendering; The dead/idle model needs to be oriented SOUTHWEST
Looks pretty elaborate with many options.
I guess for beginners this could be handy.
Though I'm not sure i see the benefit for me here. Sorry.
It looks like this needs more clicks and work than my way, which is simply
-create each anim once
-copy each anim 8/32 times with the camera rotating on each step 45°/11.25° (this is done in seconds in the timeline/trackbar)
When finish, i have a single max file with all anims in consecutive order.
To get the frames i only press Render once and all frames are generated in a single process.
If the frames aren't all consecutive, the render options allows to specify which frames to render.
e.g. 1-8; 30-61
for frames 1 to 8 and 30 to 61
For big renders with hundreds of big images i can this way even let it render over night.
When i later get back to the file, i also don't have to know any anim lengths. The settings are all in the max file. Just press render to get it again. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Looks pretty elaborate with many options.
I guess for beginners this could be handy.
Though I'm not sure i see the benefit for me here. Sorry.
It looks like this needs more clicks and work than my way, which is simply
-create each anim once
-copy each anim 8/32 times with the camera rotating on each step 45°/11.25° (this is done in seconds in the timeline/trackbar)
When finish, i have a single max file with all anims in consecutive order.
To get the frames i only press Render once and all frames are generated in a single process.
If the frames aren't all consecutive, the render options allows to specify which frames to render.
e.g. 1-8; 30-61
for frames 1 to 8 and 30 to 61
For big renders with hundreds of big images i can this way even let it render over night.
When i later get back to the file, i also don't have to know any anim lengths. The settings are all in the max file. Just press render to get it again.
Thanks for your advice, this script does not need to copy the animation 7 times or 31 times.
Here I use the animation of a teapot as an example.
-There are two frames of animation in the timeline, then I click on "Walk" in "INF 8", the script renders a total of 32 frames, which contains a 2x8=frame of model and a 2x8=16 frame of shadow.
-If I click "VEH32," the script renders a total of 128 frames, including 2x32 frames of model and 2x32 frames of shadow.
Your method is more convenient, but you may need some rendering options before rendering... This script is more suitable for beginners who are not familiar with 3dmax operation. All they need to do is click the button and paste the generated sequence into ini file. They do not even need to understand how the Sequence works
Yeah, this is a water effect of RA2, but it is just a large terrain animation, just like the waterfall's water flow animation. Custom Palette is not supported and cannot be widely used
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