Hero Character Tools

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Icon 3dsMax.png
Icon Maya.png

Contents


This Additional Tool is provided as a bonus tool to help automate and simplify the operations within 3ds Max & Maya as they apply to HeroEngine.
MaxHeroCharacterTools 1.7.09.png
MayaHeroCharacterTools 1.1.09.png

Hero Character Tools

This tool aids in the setup of the initial directory structure and base files for a new character. It writes out all the appropriate Hero Character and Hero Animation Text files, export the Character Skeleton, an idle Animation (in bind pose), and a Dynamic Character Part if chosen. After running this setup tool, you will be ready to upload the new directories and files for the character into the Repository Broswer, and follow a readme.txt file for using the /HENPC commands to see your character in HeroBlade.

The idea is to easily get the character basics in-game first, then you can iterate on the character more with the main Hero Export methods.

To open Hero Character Tools, go to the MAXScript Utilities panel for 3ds Max or click on the Char Tools icon on the HeroTools Shelf in Maya.


Enter Character Name


Set Hero Engine Root Path


Set Character Path


Set Character Type


Get Selected Mesh Part


Create SRB


Delte SRB


Trask Masks Editor


Create Character Files


Results

Max Character Tools Set Up Read Me Instructions
Maya Character Tools Set Up Read Me Instructions

Original Manual Setup

For reference to how a character is setup manually by hand, the following info has been added here to reflect on if needing to troubleshoot a character setup.


When creating a new Dynamic Character specification from scratch or converting an existing non-dynamic character specification to be dynamic, these steps must be followed before any parts or texture banks can be added.

  1. If you haven't already, create a character specification file for the character.
    1. Create a subfolder in Character\Dynamic_2\ in the repository for this new specification.
    2. Create the actual character specification .dat file.
      1. Fill in the AnimationSetFolder, Agent, Behavior, and Gender properties.
      2. Don't fill out the Model property; that'll be done later.
  2. Create a .par file to specify dynamic parts for your character, preferably in the same directory as the character specification.
    • You may want to copy an existing one from some other dynamic character to use as a template.
    1. Add the [Root] section and fill it with the directory where the .par is located.
    2. Add the [Slots] section and list all of the slots you've designed out thus far.
      • Add any keywords you need for the slots you add at this point.
    3. Add the [Divisions] section and organize the slots you added in the previous step into divisions.
    4. Add the [Parts] section and insert empty parts as desired for the slots you added in substep 2.
  3. Create a .dyc (DYnamicCharacter) file for describing the dynamic side of your character, preferably in the same directory as the character specification.
    1. Add a line that says Version=1
    2. Add a line that says [Settings]
    3. Add a line for a skeleton file
      • i.e. Skeleton=some_skeleton_file.gr2
    4. Add a line for the .par file you created in step 2.
      • i.e. PartsSpec=your_parts.par
  4. Reference your new .dyc in the character .dat specification by replacing the model property with the .dyc filename.
    • If you're converting a non-dynamic character to a dynamic character, Model=my_non_dynamic_character.gr2 becomes Model=my_dynamic_spec.dyc
    • If creating a new character specification, just use Model=my_dynamic_spec.dyc
  5. (Optional) Create a FaceGen specification if you want to take advantage of FaceGen morphing technology with this new character specification.
    • See the facegen.dat file reference page for more information on the file format itself.

Export Paths


See also

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