CollaTKane 3.2
February 28, 2020, 11:09:31 PM

CollaTKane is a cmd app that can convert collada (.dae) into file used by TK17.(If you didn't know it)

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 (.[bsb], .txx) 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 txx encode line added.

Command List.
-ef, -es and -sv can be reuse multiple time.
 (click to show/hide)

Special "for loop" keyword to get acces to mesh, texture and furniture(furniture stack).
For -ef, -es(position=before/after end) input.
Line containing loop start/end marker won't be writed.
 (click to show/hide)

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
 (click to show/hide)
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: http://modsgarden.cc/user-created-threads/28/raistin-kane-research-center/4106/msg135443#msg135443
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.
Code: [Select]
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.