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IndependentTW Terminology
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TIMLs are not animations proper. They are transformation timelines. MHW TIMLs act as "modifiers" for other objects such as EFX, models, materials, flags, etc. TIML animate properties as an animation does, but because of this layer of "transferability" TIMLs need some way to "connect" with the target of their edits.
Timeline properties declare what family of objects the properties will modify. Each Timeline Property has a subset of properties which can be animated (this list is collected from ingame relations, it's still possible to animate properties not found normally under a timeline property but odds are the game will ignore them).
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Because one of the most common uses for TIMLs is to modify the position of objects (efx, colliders, etc). The IndependentTW engine allows mapping commonly used geometry transformations to blender properties. This is done both on import and export. Because of how this relationship hold in terms of usability and how blender animation system operates the UI might be confusing.
The TIML Remapping list visible on the tools menu indicates what the Blender properties will be mapped to when exporting. If one wants to "switch the properties around visually", the remap properties button (plus F6 to access the operator's options) will allow swapping the properties around within blender. The remapping on the panel only determines where Blender native properties are mapped to, it does not affect the tracks themselves.
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TIML keyframes have additional information on every keyframe of the animation. This parameters or control values are used to perform easement and interpolation modifications, it's not fully understood how this operate and they are different for every interpolation type and property type. Some properties don't have value for the second parameter. The exporter will inform you if you are trying to set a value that isn't valid for the property type.
Additionally not all interpolation types are valid TIML Keyframes only support:
- Constant
- Linear
- Quadratic
- Cubic
- Quartic
- Exponential
- Sinusoidal
And some property types don't accept all of the interpolation types.
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To work in animating TIML properties a special object called the TIML Controller is created whenever you import a file with TIML Data on it, or you first set an action's asterisk type to TIML Action. The TIML Controller displays all of the properties tied to the Timeline Parameter of the current action, allowing one to animate them as one would any other blender property.
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General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files