About
The SKL Exporter is a maxscript designed to export the .skl files used by MAX2SKL to create models using skeletal animation. It also exports the morph target data used by Elite Force 2 for facial animation. The difference between the script and the standard plugin is the support of the Skin modifier. This script supports the Skin modifier but not Physique. The plugin provided by Ritual supports Physique, not Skin.
Credits
Chris Cookson (http://mojo.gmaxsupport.com/index.html) for writing all those scripts to learn Maxscript from. Ritual Entertainment, goes withoug saying, but they put out one awesome game.
Revision History
Version 1.0: First public release. 1.1: Fixed animations not being exported correctly Fixed Remove* buttons of user interface. Added tentative ProgressBar Fixed Animation spinners so that the most frames of animation exported was 100Note: The maximum number of frames allowed to be exported by sklout.dle is 2048To even get near this number, the script must increase the heapsize used by maxscript to nearly 30 megs!1.2: Added some (only bones and frames at the moment) limit checking Added check to ensure that the morpher.dlm that shipped with the ubertools can not be used Maxscript heapsize no longer needs to be increased to export large amounts of frames
By: Neil Davis
email: senkusha@yahoo.com;
Exporter
View of the SKL Exporter interface
Installation
1. Copy "SKL_Exporter.ms" and "skl_data.ms" to you 3dsmax5\scripts directory 2. In the "MaxScript" menu, choose "Run Script" and choose "SKL_Exporter.ms"Options:
Objects:
The standard SKL exporter provided by Ritual exports all objects that are not hidden by view. This is fine, but if your animating a model and want to export it, you'd have to hide all your rig controls and IK Goals and what not. I'd rather not do that so you have to explicitly select which objects you want exported. Generally these objects are anything you want seen in the game or the model tags ([Note about tags: This script assumes that all tag names start off "tag" or has the name of "origin" for the origin tag.) So as not to have to select a single object, add it to the list and then select the next object to add, the best thing to do is to create a "Selection Set" in 3dsmax containing all objects you want exported. Then, select the set, and hit "Add Selected" in the Objects group. To remove an object from the list, select it and hit "Remove Selected" (note: selecting all the objects and hitting remove does not remove all the objects. Something that needs to be fixed.)Selection Set example showing the objects to be exported in the merc-female example file provided by Ritual.
Leg Bones:
Elite Force 2 allows seperate animations to be played on the torso and the legs of the model. To allow this, the engine has to know which bones are leg bones. Checking "Use Leg Bones..." enables you to specify which bones are legs bones. Again, it's best to create a selection set containing all the leg bones and then add that to the list.
Morph Targets:
The "morpher.dlu" plugin provided by Ritual exports the morph target data used for facial animation in EF2. Much like the skelout.dle plugin, it is limited to using only the Physique modifier. To use this script to export the morph target data do this: 1. Using the standard Morpher modifier that shipped with max, setup your morph targets as you normally would 2. Enable the exporting of the morph targets by checking "Export Morph Targets" 3. Press "Select Morph Object..." and then pick the object in the scene with the morpher modifier on it. The "Select Morph Object..." will change to the name of the object when you select it. 4. Once the rest of the settings for the exporter are set, the press "Export SKL..."Export:
1. Selecting "Reference Pose" will export a single frame of animation at Frame 0. 2. Selecting "Animation Sequence" allows you to specify which frames to export. 3. Pressing "Export SKL..." exports the model and also exports the morph target data if the option is selected.