Posted: Tue Apr 28, 2015 1:00 am Post subject: IMVU Cal3D Utilities
IMVU Cal3D Utilities
The IMVU Cal3D Utilities is a stand-alone EXE that is intended to provide some extra tools for IMVU developers working with exported files (XAF, XSF, XMF, XPF). Included:
* Conversion - replaces IMVUCal3DConverter, all versions
* XAF - Adds 5 tools for working with skeletal animation
* XPF - Adds ability to merge two morph animations
* XMF - Tool to merge two or more XMF files into one
* XSF - No utilities at this time
NOTE: There is no installer. The zip file above contains a single EXE file that can be placed anywhere.
NOTE: This program requires DotNet 4.5. This is a free install from Microsoft that is typically downloaded as part of standard windows updates. If you want to install manually, click here.
This tool replaces the old IMVUCal3DConverter stand alone EXE. You can still drag files from windows explorer directly onto the IMVUCal3DUtilities.exe to have them converted. You may also launch the IMVUCal3DUtilities to bring up the UI. From there you can browse to one or more files or drag/drop files onto the UI to convert.
XAF Utilities Reverse and Append
Copies all frames of an animation, in reverse order, and updates the total number of frames. Created to help motion capture animations that didn't "end" well. The idea was to take the whole animation (500+ frames usually), reverse them so that the end frame matches the first frame. In a dancing/looping animation this means the animation will play to the end, then play backwards. This actually looked pretty good for most dances and I was too lazy to fix the animation in max to have it "end" in the same position as the animation began.
This will adjust all "time" keyframes by the offset value. I used this to piece together a few different XAF files. This probably doesn't have much practical value, but it helped with one particular project.
This will shorten the selected XAF by trimming to just two keyframes and removing all animation, leaving behind a pose file. This is for those who intended to export a pose but accidentally exported an animation. This converts the animation back to a pose (and trims the file to conserve space).
Adjusts an XAF by extending the duration and copying the last keyframe. Useful for animations that "end well" and you want to continue for a long time or indefinitely. This would be the case for an avatar animation (for example) where you want the final frame of animation to last forever instead of reverting back to a T-Pose.
If you have just a pose, no need to use this - just set #loops = 0.
If you have multiple ensembles in one action then you probably only want to lengthen the final ensemble (although this could be used to extend a short ensemble to be longer)
This will stretch (or shrink) an animation. Stretching by a factor of 2.0, for example, will double the length of an animation - effectively making it half speed. Similarly, stretching by a factor of 0.5 would cut the time in half, thus doubling the speed of the animation. While IMVU actions have a playback speed parameter, I found that often left an animation "jerky." Feel free to try both methods and see what works best.
Select two or more XMF files and select Join Files. This creates another XMF that merges the two. This is most useful for clothing meshes where each mesh ID takes up a body part ID and could be bad if you used up too many slots. If you're not sure what this means then... please ask on the forums.
The merge utility loads two morph files - a base and a "play" morph - and merges them into one, playing the "Play" morph from the specified start to end times then going back to the base morph animation.
This tool helps those devs who cannot currently export morphs or morph animation but choose to use another method to make morph animation files - such as Deliverance's morph sticker for facial poses. The idea is this:
1. In max you create a skeleton animation for an avatar that lasts 10 seconds.
2. In Deliverance's sticker you create a "base" morph for the face that will play at the start of your 10 second avatar animation
3. In Deliverance's sticker you create a "play" morph for the face that will play from 5 seconds in up through 7 seconds in, then go back to the base morph from 7 second through the end at 10 seconds.
4. Use this tool to merge both morphs, setting the Start Time to 5, End Time to 7, and Duration to 10.
The start/end times would be entered by you, to match some action in your longer skeletal animation.
The "Get Duration from XAF" button is useful to pull in the duration from the longer running XAF file. You could easily open that XAF in notepad and copy/paste the duration from the 2nd line - but this makes that step a bit easier.
No Affiliation Notice
I am NOT affiliated with IMVU, Autodesk, not the Cal3D team in any way. I am an independent developer providing some tools that I've found useful for myself or others. If you use these tools - great! If not, no worries. If you're not sure what these tools are for then you probably don't need them. If you're not sure how these tools could be useful to you and you're afraid you're missing something important - you're not. Or you're not likely missing anything. These tools have specific purposes and, other than the Conversion tool, most people won't find these very useful.
Bugs or other issues
First, I did my best to test most of the tools included here. The only output the tool provides is saving files - and it always saves new files, it never overwrites files. That is, your original source files won't be harmed.
Having said that - I did NOT do extensive testing to try and dummy-proof these tools. You might well find bugs. But if you generally export "good" files and just need these tools to further tweak those files, then you should have no problems.
Also note: no internet connection is needed to use these tools. The files are all tweaked in memory by the utility and saving new files to your local disk (typically in the same folder as the source file) - no overwriting will be done. No files are sent across the internet. If you are unsure whether to trust this EXE then don't. Or wait til I release the source code soonish (see notes below) and compile it yourself or have a friend compile it.
If you use these tools and DO find issues - please contact me and I'll try to fix them as time allows.
If you have suggestions please contact me and I'll see if it's possible to add new features and give you an estimate of when I can add the feature.
I plan on releasing this entire utility's source code... soonish. I'll update this thread when the code is released. I'd like to have a few people test it first and work through any initial bugs before subjecting others to my silly code.
Joined: 11 Feb 2014 Posts: 4 Location: United Kingdom
Posted: Tue Jun 02, 2015 1:08 am Post subject: expoter converter
I could really kiss you right now ,, I have Just made my1st Body Mesh thanks to your hard and dedicated work ,, if you only knew how much this means to me ,, I am almost crying with joy ,, I Had been trying for years and i just happen to come across you form ,, Please keep up the good work because there is Creators out there who do appreciate it once again ty from the bottom of my heart
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