CollaTKane 3.2 - Richter Belmont - 07-24-2024
CollaTKane is a cmd app that can convert collada (.dae) into file used by TK17.
New version, some big change!
.bat from v2 are no more valid.
Usage of "setting preset" file is no more.(as the means for their complicate synthax too)
Everything is now directly set into the .bat file.
CollaTkane no more encode (.[bs*], .t**) and/or delete file.(Extra line can be added to the .bat file if such thing are still require)
And more...
Usage of blender stay the same.
Bunch of exemple .bat are include for VX and v7.5.
The v7.5 .bat exemple has blex encode, delete file and t** encode line added.
Command List.
-ef, -es and -sv can be reuse multiple time.
Quote: -as "Source"
Stand for "Anim Skeleton".
Correct all BindMatrixInverse value using the "Source" file provided.
_L(.L) and _R(.R) at end of bone/joint name will be moved right before the "joint" word.(knee_joint.R --> knee_R_joint)
exemple:
-as "Setting/Anim_Skeleton/default.txt"
-bmw MinValue(float)
Stand for "Bone Minimal Weight".
Any vertex weight value lower than MinValue will be considered as 0 weight.
exemple:
-bmw 0.05
-ef "Source" "Target"
Stand for "Extra File".
Create a "Target" file with the content of the "Source" file.
exemple:
-ef "Setting/Extra_File/acCloth_TrsGroup.txt" "Addons/Custom.UserAddon1/Scripts/Dress/Items/AcUserAddon1.bs"
-es "Source" Position[0-4]
Stand for "Extra Scene".
Add content of "Source" file to "Scene" file at given position.
0 = After Start.
1 = Before End.
2 = Before Start.
3 = After End.
exemple:
-es "Setting/Extra_Scene/hairJoint01.txt" 0
-fs "Parent"
Stand for "Furniture Stack"
All Object using "Parent" as parent will be added to the furniture stack.
exemple:
-fs "room_position_group"
-h5m "Target(external)(optional)" "Target(internal)(optional)"
Stand for "Hook5 Mesh".
Scene will be exported as hook _level_definition.
Mesh will be exported as .h5m.
-i will not create .txf.
-h5p will not create _pass.
Turn on -tq.
"Target(external)(optional)" which folder the .h5m should be created.
If "Target(external)(optional)" isn't provided, .h5m will be created in same folder than scene.
"Target(internal)(optional)" path of .h5m inside _level_definition.
exemple:
-h5m "Mod/ActiveMod/_hook5data/objets/" "_hook5data/objets/"
-h5p "Target" "SourceNorm(optional)" "SourceSpec(optional)"
Stand for "Hook5 Pass".
Create a basic hook5 _norm, _spec and _pass for all texture.
"Target" which folder the _norm, _spec and _pass should be created.
Char after the last "/" of "Target" will be ignored/removed.
"SourceNorm(optional)" source for the _norm texture.
If "SourceNorm(optional)" isn't provided, _norm texture won't be created.
"SourceSpec(optional)" source for the _spec texture.
If "SourceSpec(optional)" isn't provided, _spec texture won't be created.
exemple:
-h5p "Mod/ActiveMod/UserAddon1/" "Resources/Default_N.dds" "Resources/Default_S.dds"
-i "Path(internal)/Prename" "Target(optional)" "Target(optional)"
Stand for "Image".
"Path(internal)/Prename" path used by image inside the "Scene" file.
Char after the last "/" of "Path(internal)/Prename" will be added at the start of all texture name.
"Target(optional)" which folder the image and .txf should created.
Char after the last "/" of "Target(optional)" will be ignored/removed.
If "Target(optional)" isn't provided, image and .txf won't be created.
exemple:
-i "Shared/Cloth/UserAddon1" "Addons/Custom.UserAddon1/Images/Q=Tex032M/Shared/Cloth/"
-iut
Stand for "Inverse Uv T".
Inverse T(Y) value of Uvmap.
Inverse bitangent/binormal.
-mdl Opaque[int] Transparent[int]
Stand for "MultiDrawLayer".
Set the RenderShader.MultiDrawLayer value on all RenderShader.
exemple:
-mdl 34 35
-mmm
Stand for "Multi-Material Mesh".
All mesh will use the multi-material format.
-ncbs
Stand for "No Culling Bounding Sphere".
All mesh will use the "NoCull" BoundingSphere =
TNode.BoundingSphere Spheref( 0, 0, 0, 1.000000027e+016 );
-otta "New"
Stand for "Override Texture Txf Ambient".
Replace all ambient txf data with "New".
exemple:
-otta "\"RGB_888\" \"Add\""
-rsc Bool[0-1]
Stand for "RenderShader Cull".
Add "RenderShader.CullEnable True/False;" on all RenderShader.
0 = False.
1 = True.
exemple:
-rsc 0
-rsl Bool[0-1]
Stand for "RenderShader Light".
Add "RenderShader.LightEnable True/False;" on all RenderShader.
0 = False.
1 = True.
exemple:
-rsl 0
-s "Source" "Target" "Parent"
Stand for "Scene"
Convert "Source" to "Target".
"Parent" is name of scene.
If using -ss, "Parent" is name of scene parent.
exemple:
-s "Scene.dae" "Addons/Custom.UserAddon1/Scenes/Shared/Cloth/UserAddon1.bs" "Shared/Cloth/UserAddon1.ma"
-ss "Namespace" "Source(optional)"
Stand for "Scene/Script String".
Export "Scene" as a string.
Use "Namespace" as default namespace for all object.
Change namespace of specific objects using "Source" file.
exemple:
-ss ":Person\" + :person + \"UserAddon1" "Setting/Scene_String/animNamespace.txt"
-sv "Old" "New"
Stand for "Script Variable".
For -ef, -es input.
"Old" in "Source" will be replaced by "New" in "Target".
exemple:
-sv "XxXaddonXxX" "UserAddon1"
-tq
Stand for "Triangulate Quad".
Convert quad to tri and keep face order.
Will not convert ngon.
-z
Stand for "Z(Axis)".
Convert Z-up axis to Y-up.
About the body mesh inside the .dae include in the resource folder.
They have mising vertex and should not be use to create a body replacer/addon mod.
In other word, they should only be use to help you model your addon mesh.(cloth, hair, etc)
About blender collada export option.
You should go uncheck all the option, because they will only give "error".
The only option that you could have checked are the "selection only", "include children", "include armature" and/or "include shape key".
"include children" and "include armature" are only require if you checked "selection only".
If your mesh has shapekey and you want to export them, "include shape key" is require no matter if "selection only" is checked are not.
About Toy export
In your 3d scene, you need to create a empty object named tool_group and make it become the parent of all the mesh of your scene.
Quick guide about dress
Quote: 1. You need to import one of the three TRS_group(*).dae file from the CollaTKane Resources folder into Blender(or other software).
You can import a custom body you made by following this post: [To see links please log-in or register here]
These file contain a rigged mesh(skeleton+mesh) from the actor body.
The body mesh itself isn't so much important(but will help to ajust the dress mesh), but the skeleton is.
2. Create a new object (empty), give it the a correct name (exemple, UserBlouse1_group), then make TRS_group become its parent.
3. You need to ajust your dress mesh to fit the body mesh.
Scale, Rotate, translate, edit...do whatever modification is needed to the dress mesh, so it correctly fit the body mesh.
4. Apply all transform to your dress mesh:
-Select (right-click) your dress mesh.
-Apply transform (ctrl+A)
-select Location
-repeat for Rotation and Scale
5. Make your object created at step 2 become the parent of your mesh.
6. Add an armature modifier to your mesh that use the root_rotation_group armature as target.
DO NOT APPLY THE MODIFIER!
7. Do the weighting of your dress mesh.
If you don't know how, there is a lot of youtube video on the subject.
You can test your weighting by playing around with the armature in pose mode.
8. If your addon is made of multiple mesh, repeat step 3 to 7 for each of them.
9. Delete the body mesh.
10. Delete all the unneeded bone from the armature.
For each bone you keep, you should also keep all their parents chain bones.
root is the master parent.
To say it in other word, by following the parent chain bone of each bone you keep, you should always end up to the root bone.
Taking a simple left hand bracelet that will deform with the left wrist bone, I will need to keep the parent bone chain of the left wrist bone.
wrist_joint.L --> forearm_joint.L --> elbow_joint.L --> shoulder_joint.L --> clavicle_joint.L --> neck_joint01 --> spine_jointEnd --> spine_joint04 --> spine_joint03 --> spine_joint02 --> spine_joint01 --> root
If you are only testing, you can skip this step, but you will need to go throught it for an official release.
[To see links please log-in or register here]
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