If Bintoe.exe fails ... options? - by LarryG
LarryG on 8/5/2009 at 15:36
However it is spelled, where do I find it? So /a0.5 is /a with a 0.5 value? And how do I tell bintoe about the mummy1.cal file?
R Soul on 8/5/2009 at 15:38
mesh.crf
LarryG on 8/5/2009 at 15:57
Not in my mesh.crf. Mine goes from Haunt01 to Jenv with nothing in between. Definately no humanoid.map.
R Soul on 8/5/2009 at 16:02
Oh. I just checked properly in my mesh.crf, and I think it's actually biped.map that you want.
LarryG on 8/5/2009 at 16:21
:laff:
I'll try that. :thumb:
So how do I use the mummy1.cal file if the command is bintoe.exe /mbiped.map /a0.5 mummy1.bin? Does it just need to be in the same directory as the bin for this to work?
Later .......... whether mummy1.cal was needed or not, it worked with mummy1.cal in the same directory! I have a 3ds file to work with. Thank you one and all.:thumb::thumb::thumb:
Shadowspawn on 9/5/2009 at 13:57
BintoE looks for the .CAL file if you are converting a mesh. So it just has to be in the same folder.
The .CAL file is effectively the skeleton, the mesh gets stretched onto the skeleton like a spandex suit. I'm not sure why LGS did it that way - but in working on the Thief motion to BVH converter, I discovered all I needed was the .CAL file to completely form the skeleton for the BVH code.
In BintoE, the .CAL file gives me the position of the joint boxes.
To be truely sick, you COULD copy and rename some .CAL files to match other .bin files, and get differently sized AI. They would have to be of the same type (biped, burrick, etc.) For example, you could probably make tiny burricks by renaming the frog .CAL file to something which matched the burrick .bin files.
LarryG on 9/5/2009 at 15:52
Quote Posted by Shadowspawn
To be truely sick, you COULD copy and rename some .CAL files to match other .bin files, and get differently sized AI. They would have to be of the same type (biped, burrick, etc.) For example, you could probably make tiny burricks by renaming the frog .CAL file to something which matched the burrick .bin files.
:eek:
john9818a on 14/11/2015 at 23:21
I've been trying to convert Targa's cage.bin to cage.e using bintoe but bintoe crashes partway through the .e file.
The last few lines of the cage.e file which are in the mapping section are:
1397,(0.523525,0.636807),(0.440572,0.55723),(0.440541,-0.208008);
1398,(0.523525,0.636807),(0.440541,-0.208008),(0.474206,-0.208008);
1399,(
Is there a way to correct this? I don't think I reached any limits because the cage object is not very complicated. :confused:
LarryG on 15/11/2015 at 00:56
Have you tried other versions of bintoe? There are various ones around. The one I use most of the time is dated ‎Friday, ‎May ‎07, ‎2010, ‏‎10:29:28 PM. I have another dated Saturday, ‎March ‎27, ‎2010, ‏‎10:41:28 AM, and a third dated ‎Thursday, ‎February ‎20, ‎2003, ‏‎3:55:02 PM. Sometimes one fails, so I try one of the others. I can usually get one to work for me. Not always. But usually.
I have attached those three.
john9818a on 15/11/2015 at 02:03
Thanks Larry. I was able to convert the cage.bin using Bintoe Modified but after making the 3ds file with eto3ds Anim8or could not read it. :( The other two files you sent failed just as my copy of bintoe did.
My copy is dated 9/11/2001 4:03pm and is version .75. :o
I'll look at it futher tomorrow.