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#1 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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Program has been updated to version 0.3
Edit: zip has been updated to include missing DLLs so program should run on Win10. This is the full package 13MB. trweditor0_3_2020.zip Details in this post http://www.tombraiderforums.com/show...1&postcount=11 There are reports that TRW Editor doesn't work in Win 10 latest updates. If so you can follow instructions in this post to run the program from source code. http://www.tombraiderforums.com/show...4&postcount=29 Instead of running from source if your version of TRW editor doesn't run on win 10 add these two DLLs to the main folder. meshtree_editor_dlls.zip ================================================== ============ Program has been updated to version 0.2. TRW Editor 0.2.zip 11MB or download at trsearch/tools Additional tutorials: AnimCutExample.zip PhysicsExample.zip CutDiveExample.zip CutDirection.pdf All 4 tutorials are also available here in one zip. http://www.mediafire.com/file/83o91q..._Tutorials.zip See Kristian's TRW utilities tool to easily modify TRW files. http://www.tombraiderforums.com/showthread.php?t=213411 Links to cutscene anims in TRW format. http://www.trsearch.org/Items/3532 http://www.trsearch.org/Items/3531 http://www.trsearch.org/Items/3529 TRW Editor readme Code:
TRW Editor version 0.1 by sapper May 2010 Download link can be found at tombraiderforums.com. TRW Editor is a program that allows you to edit animations stored in TRW files exported from Wadmerger's Animation Editor. It can also create a TRW from a spreadsheet saved as a CSV text file. For the correct format see the example new.csv in the "Docs" folder. For instructions view "TRW Editor.htm" in the "Docs" folder. To run TRW Editor, double click on trweditor.exe. Note the program requires DLL files that cannot be distributed with the program. Hopefully they are included in your OS. Notes: Program written in Python 2.5 Uses wxPython 2.8.10.1(msw-unicode). Exe version created using py2exe. Tested only on WindowsXP. ![]() ![]() Old version 13MB Last edited by sapper; 23-05-20 at 05:24. Reason: update dl link with DLLs |
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#2 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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Omg looks interesting...
Now this editor can make new animations with changing rotation,position and frames or does it just change it other minor things? |
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#3 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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The main program can only change offsets and angles but you would only use it that way for making a few adjustments since there is no copy or bulk selection of cells.
To make new anims and lots of changes to an existing anim you would use the spreadsheet method where you can set the number of keyframes as the number of rows and set all the angles and offsets for each frame and just use the program to convert the spreadsheet to TRW. Note you would only create simple anims because it would be hard to visualize the anim for multiple rotations but feel free to experiment and see what you get. |
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#4 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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Here are two additional tutorials.
This one shows how to use some physics in your animation. PhysicsExample.zip 2.6MB This one shows how you can edit an animation to get just the keyframes you need. AnimCutExample.zip 1.6MB Last edited by sapper; 30-04-10 at 00:16. |
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#5 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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![]() ![]() oh thank you for the tutorials very nice tool but i think this would be more useable for symmetrical animations (like rotating or constantly moving) then lara or enemy animations ![]() it seems that it could be very useable once that you have learned to use it ![]() |
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#6 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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Here are some TRWs created from objects in the title wad.
http://www.4shared.com/file/ijKIUwQN/SomeTRWs.html 2kB 1) an unrolling animation for this bridge object. ![]() I rolled up the bridge in animation editor then exported it to TRW. Converted it to CSV and created the unrolling action in the spreadsheet. 2) adapted the walk anim of this character for use with Lara. ![]() Exported to TRW and then converted to CSV. This character had only 10 meshes whereas Lara has 15 so in the spreadsheet I had to add the missing meshes (3 columns for each mesh). I compared the two meshtrees so that the columns were added at the correct place. I just left the angle data for these added meshes blank. TRW editor will make them 0. Just make sure you add a header title for the added columns. I also had to swap the columns for the arms due to the different mesh structure. Note this is not a very feminine walk. Last edited by sapper; 08-05-10 at 03:36. |
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#7 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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Program has been updated to version 0.2.
New link in first post. Two small changes. 1. Can now import from CSV files with 6000 keyframes. Limit was 1000. Allows manipulation of the cutseq animations. 2. Added option in Special menu to disable collision for a TRW. Sets all bounding box values to zero. You could set the bounding box values to 0 via the spreadsheet method but this is easier. Also, by not exporting the TRW to CSV the animcommands if any won't be lost. Note the following links need registration at 4Shared. The cutscene at the end of the Citadel level ends with Lara diving from a balcony. This tutorial shows how to extract just the dive from the cutscene and how to change the offset so the anim occurs closer to the origin. CutDiveExample.zip This tutorial shows how to change the direction Lara is facing. CutDirection.pdf Last edited by sapper; 23-05-20 at 05:27. |
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#8 |
Archaeologist
Join Date: Jan 2012
Posts: 1,277
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Sorry for bump, I just recently started to use this program.
I think there is a bug when exporting TRW to CSV. The problem is when movable has many meshes then only first 24 are displayed correctly in spread sheet program (I used Excel), while other columns have empty cells and the greater mesh number causes more empty cells, e.g. whole columns for mesh29 always appear empty. So I have to enter values to columns in spreadsheet program manually from TRW Editor and this is annoying if there are many keyframes. And I have a question: why this program supports only 30 meshes and not 32? I had to remove some meshes of movable ported from TR1 and this is immediately got noticeable as the centaur does not open it's mouth anymore ![]() ![]()
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#9 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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When I wrote this program I didn't know the limit was 32 meshes in the engine and guessed 30 so I can change that easily.
I will have to test for the CSV problem.
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Check trsearch\Tools for some of my programs |
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#10 |
Archaeologist
Join Date: Sep 2007
Posts: 1,660
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Until I fix TRW Editor, maybe you can use TRWAD Reorganizer.
TRWAD Reorganizer can export animations to, I think, a tab delimited text file.
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