Metal Gear Solid 5 (MGSV) animations

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Re: Metal Gear Solid 5 (MGSV) animations

Post by rubening » Thu Jan 19, 2017 11:40 am

daemon1 wrote:
rubening wrote:probably the animations are the same format in devil may cry 4... Because at least the models are on the same format.
I checked animations, and they are not too complex. I can even export them, but the problem is, the bone numbers don't correspond to the bones in model. So I need information why model is exported that way. I can't apply animation to bones without it.

You said its like devil may cry 4? devil may cry 4 anims can be exported?
rubening wrote:by the way could i get the.. snakes running animation without downloading the game? if you could share with me. That animation looks really good.
No, because I don't know where is running animation, there are about 2000 of them there.
wow great.. maybe if i give you the 3dmax script for re5/dvmaycry and re6 ? could that help?


( I SENT YOU THE LINK in your profile/ check your message box)

must be one of both, since both are versions for re5 i think. i added a "mod" file which is a re5 character, and i added a lmt(pack of animations, unpacked) so any motion file there is an animation.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 4:23 pm

rubening wrote:You said its like devil may cry 4? devil may cry 4 anims can be exported?

maybe if i give you the 3dmax script for re5/dvmaycry and re6 ? could that help?
No it wont help. You better send me model converted to some format that I can read in blender.

Also I still dont have a clear picture, if devil may cry 4 animations CAN be imported now?

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Re: Metal Gear Solid 5 (MGSV) animations

Post by rubening » Thu Jan 19, 2017 5:39 pm


daemon1
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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 5:48 pm

I'm asking for the 3rd time:

can devil may cry 4 animations be exported or not?

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Re: Metal Gear Solid 5 (MGSV) animations

Post by rubening » Thu Jan 19, 2017 6:32 pm

daemon1 wrote:I'm asking for the 3rd time:

can devil may cry 4 animations be exported or not?
lol sorry
i never heared of that, i also dontg play that game to know about its resources, but i searched now in google and i couldn find anything

maximum i found is this : viewtopic.php?f=10&t=3057&start=285

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 7:10 pm

Ok thanks. You just said the format was similar, so I wanted to be sure that animations are not yet supported.

Well, bone numbers I'm getting from this script are the same as I got from noesis. So I'm afraid, to get the animations applied to bones, I need to research the whole ARC format again to find where this information may be.

I will notify you if I find anything.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by rubening » Thu Jan 19, 2017 7:14 pm

daemon1 wrote:Ok thanks. You just said the format was similar, so I wanted to be sure that animations are not yet supported.

Well, bone numbers I'm getting from this script are the same as I got from noesis. So I'm afraid, to get the animations applied to bones, I need to research the whole ARC format again to find where this information may be.

I will notify you if I find anything.
well similar because , seems to work with the importer/exporter that is used for re5 and re6...
or at least thats what i read.

in the personal message i sent you one of the files is "MOD" file this is the model file, maybe its easier to find for you there instead the arc.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by Gh0stBlade » Thu Jan 19, 2017 9:04 pm

daemon1 wrote:Ok thanks. You just said the format was similar, so I wanted to be sure that animations are not yet supported.

Well, bone numbers I'm getting from this script are the same as I got from noesis. So I'm afraid, to get the animations applied to bones, I need to research the whole ARC format again to find where this information may be.

I will notify you if I find anything.
How are you reading the data? For RE5 animations, The joint number is stored as an unsigned char followed by a float which is the weight. If you mean that the joint numbers do not remap correctly to the ones from exported skeletal files. That's really weird, perhaps you're reading the file incorrectly? Here is the "official struct" with joint info:

Code: Select all

struct rMotionList::MotionParameter
{
    unsigned char type;
    unsigned char usage;
    unsigned char jointType;
    unsigned char jointNumber;
    float weight;
    unsigned int parameterSize;
    unsigned int parameterOffset;
    MTFloat4 value;
};
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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 9:10 pm

Gh0stBlade wrote:perhaps you're reading the file incorrectly?
I'm reading the files correctly. The format was easy to reverse, but the joint numbers do not remap correctly to the exported skeletal model files.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 9:22 pm

I will need to study all the files inside ARC archive, including MOD files, to find some kind of remapping table.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Thu Jan 19, 2017 9:46 pm

From what I can see in files sent by rubening, somebody already tried to reverse the animation format, and split the basic structure. But probably faced the problem of bone numbers...

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Re: Metal Gear Solid 5 (MGSV) animations

Post by Gh0stBlade » Thu Jan 19, 2017 10:04 pm

daemon1 wrote:From what I can see in files sent by rubening, somebody already tried to reverse the animation format, and split the basic structure. But probably faced the problem of bone numbers...
The purpose of almost all files are known in the MTFramework. I do doubt there is some file storing bone remap information. The info might be in .JEX files though, that's the only suggestion I can make. Sending a sample via PM

Edit: IIRC Bones from the PC version are different. I would suggest trying X360 models.
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Re: Metal Gear Solid 5 (MGSV) animations

Post by Bastien » Fri Jan 20, 2017 4:11 am

Probably it would be better to create another thread for Capcom's animations, it's been a while and no research was ever completed AFAIK.
There was a tool to export Devil May Cry 4 animations to a text file to be used in 3ds max.
daemon1 wrote:I will need to study all the files inside ARC archive, including MOD files, to find some kind of remapping table.
Here I posted the mod structure (the mod version for RE5 is 156, Devil May cry 154 I think), there are still a few unknowns.
Every mesh has a 'bone_map_id'. A bone_map_id has its size(int) and then up to 32 values (bytes). The indices in the skeleton are mapped to those values, 255 means no value.
Here is how I parse it.
There's also an array of 256 values I called unk_13. What I found is that it maps to groups of bones for each model. E.g. from indices 0 to 32 will map to arms and legs. Probably to swap animations easily in any model (as shown here, animations go pretty smoothly with different models in cutscenes).

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Fri Jan 20, 2017 5:24 am

Bastien wrote:There's also an array of 256 values I called unk_13. What I found is that it maps to groups of bones for each model. E.g. from indices 0 to 32 will map to arms and legs. Probably to swap animations easily in any model
That must be it, I will check. Because bone indices are different in all models, and in animations they are the same.

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Re: Metal Gear Solid 5 (MGSV) animations

Post by daemon1 » Fri Jan 20, 2017 4:16 pm

I checked. Yes, thats it! So that "unk_13" in MOD file is actually a bone remap table for animations.

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