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CoD Maya Tools 2.0 for Maya 2012+

HOT
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Created 8 years ago
by Deleted User
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by Ray1235 and Scobalula
Originally by Aidan
Now with new features!
Logo by HitmanVere

What new stuff can it do?
  • It can export an animation with better quality! (works best with anims made with an animation rig or using any kind of constraint)
  • It supports Export2Bin from Black Ops 3 Mod Tools!
  • It supports reading notetracks from the old CoD Exporter for Maya 8.5 and from Wraith exports!
  • It also can rename notetracks!
  • It also has a button to one click generate camera animations

Installation
1) Download the script and copy it to <User>\Documents\maya\<version>\scripts (in my case it's C:\Users\Maciej\Documents\maya\2012-x64\scripts)
2) In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
Code Snippet
Plaintext
python("import CoDMayaTools");
3) Restart Maya
4) First time configuration will occur, choose your root folder, confirm that you will be/won't be using Export2Bin and you're good to go! :)

Download the latest version (might not work correctly)

Wait, but how do I...
...get the notetracks from tanims/M16 rig/Wraith exports?
It's really simple! All you have to do is open the Export XAnim window and press Grab Notes!

...generate camera anims?
First, select tag_camera and then mark it as camera

Then, select tag_weapon (or tag_weapon_right, or whatever you want to use) and mark it as weapon

And now you can press "Generate camera animation"!
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Nice! New updates  :rainbow:
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Thanks Ray, this will come in handy :D
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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I cant seem to find the export as xmodel_bin. Where is this setting? I have the path set to export2bin, just cant seem to find a way to actually export as bin

If it's enabled it will export to xmodel_export and then execute export2bin, essentially enable it, do Export xModel, Export Selected, once it's done exporting (goes too 100%) it should run it.

Also Ray I think you forgot to include my notetrack thing. \__ :alone: __/ I added it, link should have updated version with notetrack stuff.

For "ignore Useless joints" this is for BO1 and lower, so those doing BO3 can possibly leave this off when porting, to give people an idea of what is considered a Useless:

Code Snippet
Plaintext
IsUneededNote = ( # If you find a Note that is not needed in WaW and you want to remove it from further anims add it here:
NoteTrack == "reload_large"
     or NoteTrack == "reload_small"
     or NoteTrack == "reload_medium"
             or NoteTrack == "clip_out"
     or NoteTrack == "clip_in"
     or NoteTrack == "rechamber_release"
             or NoteTrack == "rechamber_pull_back"
             or NoteTrack == "end" # This will cause an error in converter, but might be needed for BO3, appears to be on ALL anims.
        )

Any issues with notetrack stuff please let me know! :)

Spoiler: click to open...
For those in tools who are porting from DLC, etc. and don't want to constantly untick that button to ignore certain notes go to line 1612 and change it to:

Code Snippet
Plaintext
IgnoreUslessNotes = cmds.checkBox("Scoba_IgnoreUslessNotes", label="Ignore Useless Notes like reload_large, etc.", annotation="Check this if you want to ignre notes like reload_large, etc.", value=False)
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Only "end" gives an error btw?

I've always added the other notes, even tho they are totally redundant granted
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Only "end" gives an error btw?

I've always added the other notes, even tho they are totally redundant granted

I know, the others aren't need so I gave the user the option to ignore them.

Also the updated WraithNote should be added soon to Wraith, it uses a new system of getting notes.

http://prntscr.com/c5vvk6
Last Edit: August 15, 2016, 08:51:11 am by Scobalula
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Awesome man
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Uploaded a hotfix
Fixes:
 - No longer asks for root directory everytime when opening a save file dialog
 - [RCAT] Frame numbers are converted to int to avoid errors

Double Post Merge: August 15, 2016, 11:06:12 pm
Another hotfix:
Tool no longer asks for a root directory when importing models
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I've added an experimental feature to Dev. build (well, it worked on PPSh so not really "experimental") that allows you to export the animation reversed. Let us know how it goes.

Good for doing sprint_ins, then reversing to make a sprint_out, same with putaway etc. and was very easy to add.

Code Snippet
Plaintext
		if cmds.checkBox("CoDMAYA_ReverseAnim", query=True, value=True):
cmds.currentTime(((frameEnd+1)-i)*multiplier) # Frame End defined by user (frameEnd) - what our current frame should be (i).
else:
cmds.currentTime(i*multiplier)
Last Edit: August 16, 2016, 08:07:42 am by Scobalula
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Automatic GDT anyone?



:)
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Yes please :rainbow:.
Last Edit: August 17, 2016, 05:27:32 pm by Tim Smith
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Yes please :rainbow:.

Should be updated to dev build soon, seems to be working fine:



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Lovely, any idea i could export it and add it to my own gdt ? Not having to make one ?
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Lovely, any idea i could export it and add it to my own gdt ? Not having to make one ?

Maybe.

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idk how ya'll get the plugin to show up in maya 2012 but i did exactly what you said and it doesn't work... HELP

 
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